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|
global function CodeCallback_MapInit
#if DEV
global function skyboxchange
global function GetOGPilot
global function wallruntest
global function Record_ZenGarden_Wallrun
global function Record_ZenGarden_Slide
global function Record_ZenGarden_DoubleJump
global function shutdownscreentest
global function SendTrainingGauntletStats
global function FancyTeleport_EffectsAndSound
global function Training_WeaponRacks_SetSolidity
global function setfakeinstalldone
global function Training_EnvArtColorCorrection_SetEnabled
global function SimpleScreenShake
global function GetSkitGuyInfo_ByName
global function NudgeSkitGuy
#endif
const MARVIN_MODEL = $"models/robots/marvin/marvin.mdl"
const asset FX_POD_LASER = $"P_pod_scan_laser_FP"
const asset FX_POD_GLOWLIGHT = $"P_pod_door_glow_FP"
const asset FX_POD_SCREEN_IN = $"P_pod_screen_lasers_IN"
const asset FX_POD_SCREEN_OUT = $"P_pod_screen_lasers_OUT"
const asset FX_POD_DLIGHT_CONSOLE1 = $"P_pod_Dlight_console1"
const asset FX_POD_DLIGHT_CONSOLE2 = $"P_pod_Dlight_console2"
//const asset FX_POD_DLIGHT_BACKLIGHT_SIDE = $"P_pod_Dlight_backlight_side"
//const asset FX_POD_DLIGHT_BACKLIGHT_TOP = $"P_pod_Dlight_backlight_top"
const asset FX_FANCY_TELEPORT_ENV_PULSE = $"P_ar_holopulse_CP"
const asset FX_COCKPIT_LIGHT = $"xo_cockpit_dlight"
const asset OG_PILOT_HELMET_MODEL = $"models/Humans/heroes/mlt_hero_anderson_helmet.mdl"
const asset ANDERSON_PILOT_MODEL = $"models/humans/heroes/mlt_hero_anderson.mdl"
const asset PILOT_MODEL_BAY1 = $"models/humans/pilots/sp_medium_geist_f.mdl"
const asset PILOT_MODEL_BAY2 = $"models/humans/pilots/sp_medium_reaper_m.mdl"
const asset BUDDY_MODEL_POSED_NO_ANIMS = $"models/Titans/buddy/BT_posed.mdl"
const asset SAFETY_BATON_MODEL = $"models/industrial/safety_baton.mdl"
const asset OG_PILOT_MODEL = $"models/humans/heroes/mlt_hero_lastimosa.mdl"
const int OG_PILOT_MODEL_HEAD_IDX_BARE = 0
const int OG_PILOT_MODEL_HEAD_IDX_HELMET = 2
const int OG_PILOT_MODEL_DECAL_IDX = 0
const int OG_PILOT_MODEL_DECAL_IDX_BARE = 1
const string OG_WEAPON = "mp_weapon_rspn101"
const string ANIM_OG_STANDING_IDLE = "OG_stand_upright_idle"
const string ANIM_OG_STANDING_TALK = "OG_stand_upright_talk"
const string ANIM_OG_SITTING_IDLE = "OG_sit_high_idle"
const string ANIM_OG_SITTING_TALK = "OG_sit_high_talk"
const string ANIM_OG_LEANING_IDLE = "OG_stand_lean_idle"
const string ANIM_OG_LEANING_TALK = "OG_stand_lean_talk"
const int SCRIPTED_PATH_WALK = 0
const int SCRIPTED_PATH_RUN = 1
const int MAX_RECREATED_OLD_WEAPONS = 16
const float TITANFALL_NAG_DURATION = 3.0 // extra time compensation for nag line playing when titanfall started
const string TRAINING_PLAYER_SETTINGS = "pilot_solo_training"
struct TrainingPod_dLightMapping
{
string scriptAlias
asset fxName
string attachName
entity fxHandle
}
struct TrainingPod_LaserEmitter
{
entity ent
string attachName
vector ogAng
bool sweepDone = false
entity fxHandle
}
struct TrainingPod_GlowLightRow
{
array<string> fxSpotsL
array<string> fxSpotsR
}
struct LoudspeakerVO_Info
{
string scriptAlias
string soundAlias
float duration
}
struct FiringRangeTarget
{
entity ent
entity angleRefEnt
entity mover
bool wasDamaged
vector ogAngles
}
struct SkitGuyInfo
{
int id
string name
string skitAnim
entity guy
entity skitRef
}
struct HangarTitanGroup
{
entity ref
entity titan
entity rack
entity marvin
entity pilot
int titanSkin = -1
string titanAnim
string rackAnim
string marvinAnim
string pilotAnim
asset pilotModel
vector rack_ogPos
vector rack_ogAng
float sequenceDuration
float animInitialTime = 0.0
bool isInited = false
}
struct TrainingGauntletStats
{
bool didBeatRequiredTime = false
int numRunsBeforeBeatRequiredTime = 0
int numChallengeRuns = 0
int numRestarts = 0
float bestTime = -1.0
int recommendedDifficulty = 0
}
struct
{
#if DEV
bool fakeInstallDone = false
#endif
bool gauntletMode = false
entity player
int playerInputType
entity ogPilot
entity ogTwin
entity anderson
entity titanTwin
entity ogHelmet
entity playerAnimWeapon
entity ogPathMover
entity animref_hangar
entity animref_leaveGauntlet
entity trainingPod
array<TrainingPod_GlowLightRow> trainingPodGlowLightRows
array<entity> trainingPodGlowLightFXHandles
array<TrainingPod_dLightMapping> trainingPodDLightMappings
array<TrainingPod_LaserEmitter> trainingPodLaserEmitters
float postWallrunVOEndTime = -1
float titanfallNagStartTime = -1
vector playerTitanCallInPos
entity envArt_colorCorrectionEnt
entity skycam_default
entity skycam_glitch
table<string,LoudspeakerVO_Info> loudspeakerVO = {}
entity loudspeaker
array<FiringRangeTarget> firingRangeTargets = []
//table<string,SkitGuyInfo> skitguys = {}
array<SkitGuyInfo> skitguys = []
TrainingGauntletStats trainingGauntletStats
array<entity> scriptCreatedWeaponPickups = []
bool weaponPickupsHaveAmmo = false
bool displayWeaponHUD = true
} file
void function CodeCallback_MapInit()
{
FlagSet( "FlightPath_TitanDrop" )
PrecacheParticleSystem( FX_POD_LASER )
PrecacheParticleSystem( FX_POD_GLOWLIGHT )
PrecacheParticleSystem( FX_POD_SCREEN_IN )
PrecacheParticleSystem( FX_POD_SCREEN_OUT )
PrecacheParticleSystem( FX_POD_DLIGHT_CONSOLE1 )
PrecacheParticleSystem( FX_POD_DLIGHT_CONSOLE2 )
//PrecacheParticleSystem( FX_POD_DLIGHT_BACKLIGHT_SIDE )
//PrecacheParticleSystem( FX_POD_DLIGHT_BACKLIGHT_TOP )
PrecacheParticleSystem( FX_FANCY_TELEPORT_ENV_PULSE )
PrecacheParticleSystem( FX_COCKPIT_LIGHT )
PrecacheModel( OG_PILOT_HELMET_MODEL )
PrecacheModel( OG_PILOT_MODEL )
PrecacheModel( ANDERSON_PILOT_MODEL )
PrecacheModel( PILOT_MODEL_BAY1 )
PrecacheModel( PILOT_MODEL_BAY2 )
PrecacheModel( BUDDY_MODEL_POSED_NO_ANIMS )
PrecacheModel( SAFETY_BATON_MODEL )
PrecacheModel( MARVIN_MODEL )
PrecacheModel( DATA_KNIFE_MODEL )
LoudspeakerVO_Setup()
Training_SharedInit()
RegisterSignal( "ButtonPressedJump" )
RegisterSignal( "ButtonPressedAttack" )
RegisterSignal( "PodIntro_OG_StartPodAnim" )
RegisterSignal( "PodInteriorSequenceDone" )
RegisterSignal( "FancyTeleportStart" )
RegisterSignal( "TargetRotate" )
RegisterSignal( "TargetDamaged" )
RegisterSignal( "Target_WaitForDamage_Start" )
RegisterSignal( "StopRepeatingGhostRecorder" )
RegisterSignal( "FiringRange_StopResettingTargets" )
RegisterSignal( "Gauntlet_StopTeleportingPlayerAtFinishLine" )
RegisterSignal( "FirstRun_OG_Creates_Ghost" )
RegisterSignal( "GauntletChallenge_FirstGhostAppear" )
RegisterSignal( "PlayerMadeSelection" )
RegisterSignal( "TrainingPod_BeginInteriorShutdown" )
RegisterSignal( "NPC_NewCommand" )
RegisterSignal( "LoudspeakerVO_Stop" )
RegisterSignal( "glitch_start" )
FlagInit( "PlayerPressedUse" )
FlagInit( "PlayerReloaded" )
FlagInit( "PodIntro_PodDoorsClosed" )
FlagInit( "PlayerLookedAtTopTarget" )
FlagInit( "PlayerLookedAtBottomTarget" )
FlagInit( "PodIntro_InteriorBootSequence_Starting" )
FlagInit( "OG_WhyWeFight_VO_Done" )
FlagInit( "FiringRange_Approach_OG_Sequence_Done" )
FlagInit( "ReloadTraining_PlayerPressedReload" )
FlagInit( "PlayerSprinted" )
FlagInit( "PlayerADSed" )
FlagInit( "FiringRangeWeaponSwapped" )
FlagInit( "FiringRange_AllTargetsKilled" )
FlagInit( "OG_MovedTo_GauntletEntrance" )
FlagInit( "Gauntlet_FirstRun_All_VO_Finished" )
FlagInit( "Gauntlet_FirstRun_Done" )
FlagInit( "ChallengeIntro_VO_Done" )
FlagInit( "Gauntlet_PlayingFeedbackVO" )
FlagInit( "PlayerUsedConversationInterface" )
FlagInit( "GauntletExitConvo_FinishedResponse" )
FlagInit( "TitanfallIntroConvo_FinishedResponse" )
FlagInit( "PlayerConfirmedGauntletExit" )
FlagInit( "PlayerLeavingGauntlet" )
FlagInit( "PlayerStartedTitanfall" )
FlagInit( "Titanfall_OG_FallingIn_VO_Start" )
FlagInit( "TitanfallGlitchStart" )
FlagInit( "PlayerWorldChangeThread" )
FlagInit( "Glitch_WorldChanging_Zen" )
FlagInit( "Glitch_WorldChanging_NonZen" )
FlagInit( "PodOutroStarted" )
FlagInit( "SimPodShutdown_LoudspeakerVO_Done" )
FlagInit( "MeetOG_StartScene" )
FlagInit( "CadillacMoment_MeetOG_Done" )
FlagInit( "CadillacMoment_MeetOG_StartFadeOut" )
FlagInit( "MeetOG_VO_Done" )
FlagClear( "AutomaticCheckpointsEnabled" )
AddClientCommandCallback( "Training_SetInputType", ClientCommand_Training_SetInputType )
AddClientCommandCallback( "Training_PlayerPressedUse", ClientCommand_Training_PlayerPressedUse )
AddClientCommandCallback( "Training_PlayerReloaded", ClientCommand_Training_PlayerReloaded )
AddClientCommandCallback( "topTarget", ClientCommand_LookTarget_Top )
AddClientCommandCallback( "bottomTarget", ClientCommand_LookTarget_Bottom )
AddCallback_EntitiesDidLoad( EntitiesDidLoad )
AddPlayerDidLoad( Training_PlayerDidLoad )
AddCallback_OnLoadSaveGame( Training_OnLoadSaveGame )
AddDamageCallback( "func_brush", Training_FuncBrush_OnDamaged )
TimerInit( "firingRangeNag", 15.0 )
TimerInit( "installWaitComment", 60.0 )
AddStartPoint( "Pod Intro", Training_PodIntro, null, Training_Skipped_PodIntro )
AddStartPoint( "Basic Movement", Training_BasicMovement, Training_Setup_BasicMovement, Training_Skipped_BasicMovement )
AddStartPoint( "Zen Garden", Training_ZenGarden, Training_Setup_ZenGarden, Training_Skipped_ZenGarden )
AddStartPoint( "Firing Range", Training_FiringRange, Training_Setup_FiringRange, Training_Skipped_FiringRange )
AddStartPoint( "Gauntlet", Training_Gauntlet, Training_Setup_Gauntlet, Training_Skipped_Gauntlet )
AddStartPoint( "Gauntlet Challenge", Training_GauntletChallenge, Training_Setup_GauntletChallenge, Training_Skipped_GauntletChallenge )
AddStartPoint( "Titanfall", Training_Titanfall, Training_Setup_Titanfall, Training_Skipped_Titanfall )
AddStartPoint( "Pod Outro", Training_PodOutro, Training_Setup_PodOutro, Training_Skipped_PodOutro )
AddStartPoint( "Meet OG", Training_MeetOG, Training_Setup_MeetOG, Training_Skipped_MeetOG )
AddStartPoint( "Gauntlet Mode", Training_GauntletModeStart, Training_Setup_GauntletMode, null )
#if DEV
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_FIRSTRUN", TrainingGauntlet_RecordGhostStart_FirstRun, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_WIP", TrainingGauntlet_RecordGhostStart_Challenge_WIP, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_01", TrainingGauntlet_RecordGhostStart_Challenge_01, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_02", TrainingGauntlet_RecordGhostStart_Challenge_02, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_03", TrainingGauntlet_RecordGhostStart_Challenge_03, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_04", TrainingGauntlet_RecordGhostStart_Challenge_04, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_05", TrainingGauntlet_RecordGhostStart_Challenge_05, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_06", TrainingGauntlet_RecordGhostStart_Challenge_06, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_07", TrainingGauntlet_RecordGhostStart_Challenge_07, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_08", TrainingGauntlet_RecordGhostStart_Challenge_08, null, null )
AddStartPoint( "DEV_GHOSTREC_GAUNTLET_CHAL_09", TrainingGauntlet_RecordGhostStart_Challenge_09, null, null )
AddStartPoint( "Pod Intro DEV", DEV_PodIntro, null, null )
AddStartPoint( "Pod Outro DEV", DEV_PodOutro, null, null )
#endif
}
void function EntitiesDidLoad()
{
QuickDeathTrigger_SetIsPunitive( false )
SetupTrainingPod()
TrainingPod_GlowLightsArraySetup()
FiringRangeTargets_Init()
file.animref_hangar = GetEntByScriptName( "animref_hangar" )
file.animref_hangar.DisableHibernation()
file.skycam_default = GetEnt( "skybox_cam_level" )
file.skycam_glitch = GetEnt( "skybox_cam_glitch" )
}
void function Training_PlayerDidLoad( entity player )
{
player.SetNoTarget( true )
SetGlobalForcedDialogueOnly( true )
AddButtonPressedPlayerInputCallback( player, IN_JUMP, Training_ButtonPressedJump )
AddButtonPressedPlayerInputCallback( player, IN_ATTACK, Training_ButtonPressedAttack )
file.envArt_colorCorrectionEnt = GetEnt( "color_correction_1" )
file.player = player
EnableDemigod( player )
player.ForceMPAimassist() // TODO doublecheck this
player.SetSkyCamera( file.skycam_default )
Training_WeaponPickups_Init( player )
player.PreventWeaponDestroyNoAmmo() // makes it so when player swaps empty weapon for another pickup, doesn't destroy empty weapon
thread Training_PlayerQuickdeathSFX( player )
DisableFriendlyHighlight()
}
void function Training_OnLoadSaveGame( entity player )
{
thread Training_OnLoadSaveGame_Think( player )
}
void function Training_OnLoadSaveGame_Think( entity player )
{
EndSignal( player, "OnDestroy" )
wait 0.5 // HACK have to wait otherwise it doesn't work
SetWeaponHUDEnabled( player, file.displayWeaponHUD )
}
void function Training_ButtonPressedJump( entity player )
{
player.Signal( "ButtonPressedJump" )
}
void function Training_ButtonPressedAttack( entity player )
{
player.Signal( "ButtonPressedAttack" )
}
void function Training_FuncBrush_OnDamaged( entity ent, var damageInfo )
{
if( !IsValid( ent ) )
return
entity attacker = DamageInfo_GetAttacker( damageInfo )
if ( ent.GetScriptName() == "firingrange_target" )
{
if ( IsValid( attacker ) && attacker.IsPlayer() )
{
table<string,vector> resultTable = {}
resultTable["damagePos"] <- DamageInfo_GetDamagePosition( damageInfo )
ent.Signal( "TargetDamaged", resultTable )
}
}
}
// ==============================
// ========= POD INTRO ==========
// ==============================
void function Training_Skipped_PodIntro( entity player )
{
player.SetExtraWeaponMods( [ "low_ammo_disable" ] )
SetWeaponHUDEnabled( player, false )
}
#if DEV
// bare bones start in pod
void function DEV_PodIntro( entity player )
{
player.EndSignal( "OnDestroy" )
TakeAllWeapons( player )
player.SetExtraWeaponMods( [ "low_ammo_disable" ] )
SetWeaponHUDEnabled( player, false )
Training_EnvArtColorCorrection_SetEnabled( false )
SetDoF_Hangar( player )
thread PodIntro_BackgroundSkits( player )
entity pod = file.trainingPod
TrainingPod_PlayerSequence_DoorsOpenIdle( player, false )
// anim starts at a slightly different spot
player.SetOrigin( < 10564, -10235, -6056.9 > )
player.SetAngles( < -6, 90, 0 > )
WaitForever()
}
#endif //DEV
void function Training_PodIntro( entity player )
{
player.EndSignal( "OnDestroy" )
player.SetExtraWeaponMods( [ "low_ammo_disable" ] )
SetWeaponHUDEnabled( player, false )
Training_EnvArtColorCorrection_SetEnabled( false )
entity pod = file.trainingPod
OnThreadEnd(
function() : ( player, pod )
{
if ( IsValid( player ) )
{
player.Anim_Stop()
ClearPlayerAnimViewEntity( player )
player.ClearParent()
player.UnforceStand()
Training_EnvArtColorCorrection_SetEnabled( true )
}
if ( IsValid ( pod ) )
{
pod.Anim_Stop()
thread TrainingPod_ResetLaserEmitterRotation( pod )
thread TrainingPod_KillLasers( pod )
thread TrainingPod_KillGlowFX( pod )
TrainingPod_KillInteriorDLights()
}
}
)
// NORMAL LEVEL START
SetDoF_Hangar( player )
ShowIntroScreen( player )
thread PodIntro_MeetOG( player )
TrainingPod_PlayerSequence_DoorsOpenIdle( player )
FlagWait( "IntroScreenFading" )
wait 1.2
Remote_CallFunction_Replay( player, "ScriptCallback_LevelIntroText" )
wait 4.2 // matches fade time in sp_introscreen data
thread PodIntro_BackgroundSkits( player )
player.Signal( "PodIntro_OG_StartPodAnim" )
// time for OG to animate before starting viewmodel anim
wait 11.8
FirstPersonSequenceStruct playerSequence
playerSequence.blendTime = 0.25
playerSequence.attachment = "REF"
playerSequence.firstPersonAnim = "ptpov_trainingpod_doors_close"
playerSequence.firstPersonAnimIdle = "ptpov_trainingpod_idle"
playerSequence.thirdPersonAnim = "pt_trainingpod_doors_close"
playerSequence.thirdPersonAnimIdle = "pt_trainingpod_idle"
playerSequence.viewConeFunction = TrainingPod_ViewConeLock_SemiStrict
playerSequence.renderWithViewModels = true
FirstPersonSequenceStruct podSequence
podSequence.blendTime = 0.25
podSequence.thirdPersonAnim = "trainingpod_doors_close"
podSequence.thirdPersonAnimIdle = "trainingpod_doors_close_idle"
podSequence.renderWithViewModels = true
entity viewmodel = player.GetFirstPersonProxy()
if ( !HasAnimEvent( viewmodel, "PlaySound_SimPod_DoorShut" ) )
AddAnimEvent( viewmodel, "PlaySound_SimPod_DoorShut", PlaySound_SimPod_DoorShut )
// HACK this should be based on an anim event
thread TrainingPod_KillInteriorDLights_Delayed( player, 2.65 )
thread FirstPersonSequence( podSequence, pod )
waitthread FirstPersonSequence( playerSequence, player, pod )
FlagSet( "PodIntro_PodDoorsClosed" )
TrainingPod_ViewConeLock_PodClosed( player )
waitthread LookTraining( player )
// "Let's see how much you remember from last time."
waitthread PlayDialogue( "og_how_much_you_remember", player )
// "Setting the neural link."
waitthread PlayDialogue( "og_neural_link", player )
// "Not quite the same as a Titan link, but it's similar."
waitthread PlayDialogue( "og_neural_link_2", player )
thread TrainingPod_Interior_BootSequence( player )
// "To learn new skills, we need to be in the right state of mind."
thread PlayDialogue( "og_simulation_starting", player, 2.5 )
player.WaitSignal( "PodInteriorSequenceDone" )
printt( "POD SEQUENCE DONE" )
wait 2.0 // timed to match the screen effect white screen flash
SetDoF_Default( player )
}
void function PlaySound_SimPod_DoorShut( entity playerFirstPersonProxy ) //Hack, needed for wargames but has unfortunate side effect for Training.
{
entity player = playerFirstPersonProxy.GetOwner()
if ( !IsValid( player ) )
return
EmitSoundOnEntityOnlyToPlayer( player, player, "NPE_Scr_SimPod_DoorShut" )
}
void function PodIntro_MeetOG( entity player )
{
entity animref = file.animref_hangar
vector animrefOrigin = animref.GetOrigin()
vector animrefAngles = animref.GetAngles()
vector btSpawnOrg = <0,0,0> // to avoid red text errors about BT spawning in solid
entity animEnt = CreateScriptMover( animrefOrigin, animrefAngles )
// Spawn scene actors
entity og = Training_SpawnOGPilot( animref )
Training_OGPilot_SetHelmetOn( og, false )
AddAnimEvent( file.ogPilot, "pod_slap", PodIntro_OG_Slaps_Pod )
TitanLoadoutDef loadout = GetTitanLoadoutForCurrentMap()
entity bt = CreateAutoTitanForPlayer_FromTitanLoadout( player, loadout, btSpawnOrg, animrefAngles )
SetSpawnOption_AISettings( bt, "npc_titan_buddy" )
bt.kv.spawnflags = SF_NPC_ALLOW_SPAWN_SOLID
DispatchSpawn( bt )
FreeAutoTitan( bt ) // HACK this disables the worldspace BT locator icon
TakeAllWeapons( bt )
array<entity> actors = [ bt, og ]
asset btWeaponModel = GetWeaponInfoFileKeyFieldAsset_Global( "mp_titanweapon_xo16_shorty", "playermodel" )
Assert( btWeaponModel != $"" )
entity btWeapon = CreatePropDynamic( btWeaponModel )
btWeapon.SetParent( bt, "PROPGUN" )
asset ogWeaponModel = GetWeaponInfoFileKeyFieldAsset_Global( OG_WEAPON, "playermodel" )
Assert( ogWeaponModel != $"" )
entity ogWeapon = CreatePropDynamic( ogWeaponModel )
ogWeapon.SetParent( og, "PROPGUN" )
entity ogHelmet = CreatePropDynamic( OG_PILOT_HELMET_MODEL )
ogHelmet.DisableHibernation()
array<entity> props = [ btWeapon, ogWeapon, ogHelmet ]
OnThreadEnd(
function() : ( actors, props, animEnt )
{
if ( IsValid( file.ogPilot ) )
DeleteAnimEvent( file.ogPilot, "pod_slap" )
foreach ( weapon in props )
{
if ( IsValid( weapon ) )
{
weapon.ClearParent()
weapon.Destroy()
}
}
foreach ( actor in actors )
{
if ( !IsValid( actor ) )
continue
actor.ClearParent()
if ( IsInvincible( actor ) )
ClearInvincible( actor )
if ( !actor.IsPlayer() )
actor.Destroy()
}
if ( IsValid( animEnt ) )
animEnt.Destroy()
}
)
foreach ( guy in actors )
{
MakeInvincible( guy )
guy.SetEfficientMode( true )
Highlight_ClearFriendlyHighlight( guy )
}
string anim_og_idle = "pt_OG_training_rail_sit_idle"
string anim_og_helmet_idle = "helmet_intro_scene_OG_idle"
string anim_bt_idle = "BT_intro_scene_OG_idle"
string anim_og = "pt_pod_setup_OG"
string anim_bt = "BT_pod_setup_OG"
thread PlayAnimTeleport( og, anim_og_idle, animEnt )
thread PlayAnimTeleport( ogHelmet, anim_og_helmet_idle, animEnt )
thread PlayAnimTeleport( bt, anim_bt_idle, animEnt )
player.WaitSignal( "PodIntro_OG_StartPodAnim" )
if ( !IsValid( og ) )
return
og.Anim_Stop()
thread PlayAnim( og, anim_og, animEnt )
bt.Anim_Stop()
thread PlayAnim( bt, anim_bt, animEnt )
float animDuration = og.GetSequenceDuration( anim_og )
wait animDuration - 0.1
if ( !IsValid( og ) )
return
og.Anim_Stop()
thread PlayAnimTeleport( og, anim_og_idle, animEnt )
bt.Anim_Stop()
thread PlayAnimTeleport( bt, anim_bt_idle, animEnt )
// wait for look training to get started before killing the scene
FlagWaitAny( "PlayerLookedAtTopTarget", "PlayerLookedAtBottomTarget" )
}
void function PodIntro_OG_Slaps_Pod( entity ogPilot )
{
array<entity> players = GetPlayerArray()
if ( !players.len() )
return
entity player = players[0]
if ( !IsValid( player ) )
return
float shakeDuration = 0.45
float shakeAmplitude = 0.14
float screenBlurFrac = 0
SimpleScreenShake( player, shakeDuration, shakeAmplitude, screenBlurFrac )
}
void function LookTraining( entity player )
{
thread LookTraining_StartNag( player, "PlayerLookedAtTopTarget", "PlayerLookedAtBottomTarget" )
Remote_CallFunction_Replay( player, "ScriptCallback_ShowInvertCrosshair", true )
// LOOKAT SECTION
Remote_CallFunction_Replay( player, "ScriptCallback_SetupLookTargets" )
wait 0.5
Remote_CallFunction_Replay( player, "ScriptCallback_LookTargets_WaitForLookat" )
DialogueGroup invertConfirmVO = GetDialogueGroup( "ogInvertConfirm" )
int numInverts = 0
int maxInverts = 2
//while ( numInverts < maxInverts )
while ( 1 )
{
Remote_CallFunction_Replay( player, "ScriptCallback_SetupLookTargets" )
wait 0.5
Remote_CallFunction_Replay( player, "ScriptCallback_LookTargets_WaitForLookat" )
string hintAlias = "invert_look_at_lights"
if ( numInverts > 0 )
hintAlias = "invert_look_at_lights_again"
// only play this VO once
if ( numInverts == 1 )
{
// "You sure?"
thread PlayDialogue( "og_invert_confirm_3", player )
}
DisplayOnscreenHint( player, hintAlias )
printt( "Waiting for player to look at either target" )
FlagWaitAny( "PlayerLookedAtTopTarget", "PlayerLookedAtBottomTarget" )
printt( "Player looked at one of the targets" )
hintAlias = "invert_look_at_lights_1_left"
if ( numInverts > 0 )
hintAlias = "invert_look_at_lights_again_1_left"
DisplayOnscreenHint( player, hintAlias )
FlagWait( "PlayerLookedAtTopTarget" )
FlagWait( "PlayerLookedAtBottomTarget" )
printt( "Player looked at both targets" )
hintAlias = "invert_look_at_lights_0_left"
if ( numInverts > 0 )
hintAlias = "invert_look_at_lights_again_0_left"
DisplayOnscreenHint( player, hintAlias )
printt( "invert waiting for OG dialogue" )
// "Does that feel right to you?"
// "How about now? Feel alright?"
string askAlias = DialogueGroup_GetNextLine( invertConfirmVO )
waitthread PlayDialogue( askAlias, player )
printt( "invert OG dialogue done" )
ClearOnscreenHint( player )
string invertConvar = file.playerInputType == 0 ? INVERT_CONVAR_GAMEPAD : INVERT_CONVAR_MOUSE
printt( "invertConvar:", invertConvar )
bool invertSettingBeforeMenu = GetConVarBool( invertConvar )
printt( "Opening invert look dialog" )
// THIS PAUSES THE GAME UNTIL MENU IS CLOSED
Remote_CallFunction_UI( player, "ScriptCallback_OpenInvertLookDialog" )
wait 0.5 // let the game come back after menu is closed
// if player didn't change setting, don't repeat
invertConvar = file.playerInputType == 0 ? INVERT_CONVAR_GAMEPAD : INVERT_CONVAR_MOUSE
printt( "invertConvar:", invertConvar )
if ( GetConVarBool( invertConvar ) == invertSettingBeforeMenu )
{
printt( "player didn't change setting, not repeating" )
break
}
printt( "invert- player changed setting, repeating to confirm" )
numInverts++
// kill lights and reset flags
Remote_CallFunction_Replay( player, "ScriptCallback_LookTargets_KillLights" )
FlagClear( "PlayerLookedAtTopTarget" )
FlagClear( "PlayerLookedAtBottomTarget" )
}
ClearOnscreenHint( player )
Remote_CallFunction_Replay( player, "ScriptCallback_ShowInvertCrosshair", false )
// "Alright, we're good to go."
waitthread PlayDialogue( "og_invert_complete", player )
TrainingPod_ViewConeLock_PodClosed( player )
TrainingPod_ViewConeLock_SemiStrict( player ) // recenter player view
Remote_CallFunction_Replay( player, "ScriptCallback_LookTargets_KillLights" )
}
void function LookTraining_StartNag( entity player, string flag1, string flag2 )
{
EndSignal( player, "OnDestroy" )
if ( Flag( flag1 ) || Flag( flag2 ) )
return
FlagEnd( flag1 )
FlagEnd( flag2 )
float nagInterval = 15.0
float nextNagTime = Time() + nagInterval
while( 1 )
{
wait 1
if ( Time() < nextNagTime )
continue
// "We have to calibrate the pod. It won't boot up until you look at both of those lights."
waitthread PlayDialogue( "og_pod_calibrate", player )
nextNagTime = Time() + nagInterval
}
}
void function TrainingPod_PlayerSequence_DoorsOpenIdle( entity player, bool doPlayerAnim = true )
{
entity pod = file.trainingPod
// Have to do this first so the anim starts centered on the ref attachment angles
string podAttach = "REF"
int attachID = pod.LookupAttachment( podAttach )
vector podRefOrg = pod.GetAttachmentOrigin( attachID )
vector podRefAng = pod.GetAttachmentAngles( attachID )
player.SetOrigin( podRefOrg )
player.SetAngles( podRefAng )
player.ForceStand()
player.DisableWeapon()
// default start anim starts open
void functionref( entity ) viewConeFunction_start = TrainingPod_ViewConeLock_PodOpen
string podAnim_start = "trainingpod_doors_open_idle"
// start open idle
FirstPersonSequenceStruct playerSequence
playerSequence.blendTime = 0.0
playerSequence.attachment = podAttach
playerSequence.firstPersonAnimIdle = "ptpov_trainingpod_idle"
playerSequence.thirdPersonAnimIdle = "pt_trainingpod_idle"
playerSequence.viewConeFunction = viewConeFunction_start
playerSequence.renderWithViewModels = true
FirstPersonSequenceStruct podSequence
podSequence.blendTime = 0.0
podSequence.thirdPersonAnimIdle = podAnim_start
podSequence.renderWithViewModels = true
thread FirstPersonSequence( podSequence, pod )
if ( doPlayerAnim )
thread FirstPersonSequence( playerSequence, player, pod )
TrainingPod_TurnOnInteriorDLight( "console1" )
TrainingPod_TurnOnInteriorDLight( "console2" )
//TrainingPod_TurnOnInteriorDLight( "backlight_side_L" )
//TrainingPod_TurnOnInteriorDLight( "backlight_side_R" )
}
// ------ POD INTRO BACKGROUND SKITS ------
void function PodIntro_BackgroundSkits( entity player )
{
string endFlag = "PodIntro_PodDoorsClosed"
FlagEnd( endFlag )
thread PodIntro_LoudspeakerVO( player, "PodIntro_InteriorBootSequence_Starting" )
thread PodIntro_TitanRacks( endFlag )
thread PodIntro_Background_WalkingGuys()
// ---- ANIMATING SKIT GUYS ---
// script NudgeSkitGuy( "back_console_supervisor", 0, 5, 0 )
// guy sitting at console in back center of room
SkitGuyInfo backConsoleGuy1 = SpawnSkitGuy( "back_console_sitting", "pt_console_idle", < 10521.1, -9679.33, -6044.1 >, < 0, 88.3541, 0 >, TEAM_MILITIA, "npc_soldier" )
SkitGuy_PlayAnim( backConsoleGuy1 )
SkitGuyInfo backConsoleGuy2 = SpawnSkitGuy( "back_console_supervisor", "pt_bored_interface_leanback", < 10527.6, -9656.36, -6043.97 >, < 0, -26.564, 0 >, TEAM_MILITIA, "npc_soldier_specialist_militia", "mp_weapon_g2" )
SkitGuy_PlayAnim( backConsoleGuy2 )
// extra marvins working on titans 1 and 2
SkitGuyInfo titanBay1_marvin = SpawnSkitGuy( "bay1_marvin", "mv_idle_weld", < 10711.2, -9781.04, -6080.65 >, < 0, 153.715, 0 > )
SkitGuy_PlayAnim( titanBay1_marvin, 3.0 ) // don't play same anim at same time
SkitGuyInfo titanBay2_marvin = SpawnSkitGuy( "bay2_marvin", "mv_idle_weld", < 10316.2, -9730.23, -6079.97 >, < 0, -69.965, 0 > )
SkitGuy_PlayAnim( titanBay2_marvin )
// guys looking at console in back left
SkitGuyInfo leftConsoleGuy1 = SpawnSkitGuy( "console_lean", "pt_bored_interface_leanin", < 10257.6, -9846.63, -6079.97 >, < 0, 34.5175, 0 >, TEAM_MILITIA, "npc_soldier" )
SkitGuy_PlayAnim( leftConsoleGuy1 )
SkitGuyInfo leftConsoleGuy2 = SpawnSkitGuy( "console_supervisor", "pt_bored_interface_leanback", < 10260.5, -9874.78, -6079.97 >, < 0, -42.534, 0 >, TEAM_MILITIA, "npc_soldier", "mp_weapon_mastiff" )
SkitGuy_PlayAnim( leftConsoleGuy2 )
OnThreadEnd(
function() : ()
{
DeleteAllSkitGuys()
}
)
WaitForever()
}
void function PodIntro_LoudspeakerVO( entity player, string endFlag )
{
EndSignal( player, "OnDestroy" )
array<string> aliases
// "Inbound to Planet Typhon. Subspace rendezvous in approximately 20 minutes."
aliases.append( "intro_0" )
// "Reminder to dock personnel: Titan ordnance is a Type 3 Hazardous Material."
aliases.append( "intro_2" )
// "Running Lifeboat diagnostic test two point one. All Mark Eight lifeboats are in the green."
aliases.append( "intro_4" )
// "3rd Militia Grenadiers - prep dropship MacAllan 17."
aliases.append( "intro_5" )
// "Captain Cole to communications."
aliases.append( "intro_3" )
// "Major Anderson, please report to the briefing room."
aliases.append( "intro_1" )
thread LoopLoudspeakerVO( aliases, endFlag, 1.0, 2.0 )
}
void function PodIntro_Background_WalkingGuys()
{
// group of guys walking left to right
array<Point> path1 = []
ScriptedPath_AddPoint( path1, < 10327.9, -10000.28, -6079.97 >, < 0, 0.918, 0 > )
ScriptedPath_AddPoint( path1, < 10373.5, -9987.14, -6079.97 >, < 0, 0.093, 0 > )
ScriptedPath_AddPoint( path1, < 10688.3, -9973.76, -6079.97 >, < 0, 0, 0 > )
ScriptedPath_AddPoint( path1, < 10856.4, -9973.58, -6079.97 >, < 0, 0, 0 > )
SkitGuyInfo walkerInfo_1 = SpawnSkitGuy( "walker_1", "", path1[0].origin, path1[0].angles, TEAM_MILITIA, "npc_soldier_specialist_militia", "mp_weapon_hemlok_smg" )
thread ScriptedPath_Walk( walkerInfo_1, path1, 0.75 )
array<Point> path2 = []
ScriptedPath_AddPoint( path2, < 10248.6, -9925.06, -6079.97 >, < 0, 6.36392, 0 > )
ScriptedPath_AddPoint( path2, < 10373.5, -9939.14, -6079.97 >, < 0, 0.093, 0 > )
ScriptedPath_AddPoint( path2, < 10688.3, -9973.76, -6079.97 >, < 0, 0, 0 > )
ScriptedPath_AddPoint( path2, < 10856.4, -9973.58, -6079.97 >, < 0, 0, 0 > )
SkitGuyInfo walkerInfo_2 = SpawnSkitGuy( "walker_2", "", path2[0].origin, path2[0].angles, TEAM_MILITIA, "npc_soldier", "mp_weapon_hemlok" )
thread ScriptedPath_Walk( walkerInfo_2, path2, 0.85 )
}
void function PodIntro_TitanRacks( string endFlag )
{
FlagEnd( endFlag )
array<HangarTitanGroup> titanGroups
HangarTitanGroup bay1
bay1.ref = GetEntByScriptName( "animref_drop_hangar_titan_1" )
bay1.titan = GetEntByScriptName( "hangar_titan_1" )
bay1.rack = GetEntByScriptName( "hangar_titan_rack_1" )
bay1.titanAnim = "bt_TDay_drop_titan4"
bay1.rackAnim = "rack_TDay_drop_rack4"
bay1.marvinAnim = "mv_TDay_drop_marvin4"
HangarTitanGroup_Init( bay1 )
titanGroups.append( bay1 )
// --- BAY 2 ---
HangarTitanGroup bay2
bay2.ref = GetEntByScriptName( "animref_drop_hangar_titan_2" )
bay2.titan = GetEntByScriptName( "hangar_titan_2" )
bay2.rack = GetEntByScriptName( "hangar_titan_rack_2" )
bay2.titanAnim = "bt_TDay_drop_titan3"
bay2.rackAnim = "rack_TDay_drop_rack3"
bay2.marvinAnim = "mv_TDay_drop_marvin3"
HangarTitanGroup_Init( bay2 )
titanGroups.append( bay2 )
float wait_earlyEnd = 27.0
thread HangarTitanGroup_Animate( bay1, endFlag, wait_earlyEnd )
thread HangarTitanGroup_Animate( bay2, endFlag, wait_earlyEnd )
wait wait_earlyEnd
thread PodIntro_TitanRacks( endFlag )
}
// ===================================
// ========= BASIC MOVEMENT ==========
// ===================================
void function Training_Setup_BasicMovement( entity player )
{
player.DisableWeapon()
}
void function Training_Skipped_BasicMovement( entity player )
{
player.SetPlayerSettingsWithMods( TRAINING_PLAYER_SETTINGS, [ "disable_doublejump", "disable_wallrun" ] )
Objective_SetSilent( "#TRAINING_OBJ_DEFAULT" )
}
void function Training_BasicMovement( entity player )
{
entity standNearJumpRef = GetEntByScriptName( "basic_movement_og_stand_near_jump" )
standNearJumpRef.SetOrigin( OriginToGround( standNearJumpRef.GetOrigin() + <0,0,0.5> ) ) // HACK HACK the ref node is a tiny bit in the geo which causes OG to dip when blending between anims
entity ogStart = GetEntByScriptName( "basic_movement_og_start" )
entity og = Training_SpawnOGPilot( ogStart )
player.SetPlayerSettingsWithMods( TRAINING_PLAYER_SETTINGS, [ "disable_doublejump", "disable_wallrun" ] )
player.ForceAutoSprintOff()
entity playerStart = GetEntByScriptName( "startpoint_basic_movement" )
waitthread PlayerAndOGTeleport_Fancy( player, playerStart.GetOrigin(), "basic_movement_og_start", playerStart.GetAngles() )
Training_OG_Idles_Sitting( ogStart, "OG_base_move_A_idle" )
thread BasicMovement_DelayedWeaponDeploy( player, 1.5 )
Objective_SetSilent( "#TRAINING_OBJ_DEFAULT" )
// "Ah. Much better."
waitthread Training_OG_ScriptedAnim( ogStart, "OG_base_move_A" )
thread Training_OG_Idles_Sitting( ogStart, "OG_base_move_B_idle" )
CheckPoint_Silent()
thread OnscreenHint_DisplayUntilFlag( player, "move_hint", "BasicMovement_PlayerMovedForward", 10.0 )
FlagWait( "BasicMovement_PlayerMovedForward" )
if ( !Flag( "BasicMovement_PlayerJumped" ) )
{
// "Technically, I'm not supposed to be training you. But in you, I see potential.
waitthread Training_OG_ScriptedAnim( ogStart, "OG_base_move_B1")
}
if ( !Flag( "BasicMovement_PlayerJumped" ) )
{
// "Besides, we're at war. Who's got time for classes, eh?"
waitthread Training_OG_ScriptedAnim( ogStart, "OG_base_move_B2")
thread Training_OG_Idles_Sitting( ogStart )
}
if ( !Flag( "BasicMovement_PlayerJumped" ) && player.IsOnGround() )
{
DisplayOnscreenHint( player, "jump_hint" )
// "Here you go, up and over."
waitthread Training_OG_ScriptedAnim( ogStart, "OG_base_move_C" )
waitthread Training_OG_Moves( standNearJumpRef )
}
if ( !Flag( "BasicMovement_PlayerJumped" ) )
{
// "Cmon, schedule's tight today."
// "Here you go, up and over."
array<string> jumpNags = [ "og_jump_nag_2", "og_jump_nag" ]
thread Training_OG_NagPlayerUntilFlag( player, jumpNags, 20.0, standNearJumpRef, "BasicMovement_PlayerJumped" )
}
FlagWait( "BasicMovement_PlayerJumped" )
ClearOnscreenHint( player )
waitthread BasicMovement_Sprint( player )
}
void function BasicMovement_Sprint( entity player )
{
thread BasicMovement_Sprint_OG_Moves( player )
//player.ForceAutoSprintOn()
FlagClear( "PlayerSprinted" )
thread BasicMovement_PlayerSprintDetection( player )
// "Let's pick up the pace. Enabling jumpkit assist."
float endVOTime = Time() + 3.5
thread PlayDialogue( "og_autosprint_on", file.ogPilot )
wait 2.5 // let the VO play a bit before showing the hint
player.UnforceAutoSprint()
thread BasicMovement_SprintHint_Think( player )
wait endVOTime - Time()
// HACK- Create a fake VO speaker where OG will eventually move to/from so the lines emit in worldspace for audio
entity ref = GetEntByScriptName( "basic_movement_og_mid_hallway" )
entity tempSpeaker = CreateScriptMover( ref.GetOrigin(), <0,0,0> )
thread HACK_MoveTempSpeaker_WithOGPathMover( player, tempSpeaker )
// "Jumpkits operate on the principle of relaxed stability."
EmitSoundOnEntity( tempSpeaker, "diag_sp_addtional_TR411_53_mcor_og" ) // do this instead of PlayDialogue because it will follow the ent around
wait 3.4 // HACK
// "Once your jumpkit calibrates to your movement style, enhanced mobility becomes second nature."
EmitSoundOnEntity( tempSpeaker, "diag_sp_movement_TR121_08_01_mcor_og" )
wait 6.0 // HACK
tempSpeaker.Destroy()
}
void function HACK_MoveTempSpeaker_WithOGPathMover( entity player, entity tempSpeaker )
{
EndSignal( player, "OnDestroy" )
EndSignal( tempSpeaker, "OnDestroy" )
vector prevOrg = < -1,-1,-1 >
while ( 1 )
{
WaitFrame()
vector newOrg = < -1,-1,-1 >
// if we are doing a path move, use the pathMover origin- otherwise use OG's origin
if ( IsValid( file.ogPathMover ) )
newOrg = file.ogPathMover.GetOrigin()
else if ( IsValid( file.ogPilot ) )
file.ogPilot.GetOrigin()
if ( newOrg != < -1,-1,-1 > && newOrg != prevOrg )
{
tempSpeaker.SetOrigin( newOrg )
prevOrg = newOrg
}
}
}
void function BasicMovement_SprintHint_Think( entity player )
{
EndSignal( player, "OnDestroy" )
float autosprintHintTime = 10.0
// player with autosprint on will already be sprinting
if ( GetAutosprintEnabled() )
{
thread DisplayOnscreenHint( player, "autosprint_hint", autosprintHintTime )
return
}
// Below this point assume that autosprint is NOT enabled
if ( !Flag( "PlayerSprinted" ) )
{
thread OnscreenHint_DisplayUntilFlag( player, "sprint_button_hint", "PlayerSprinted", 0.0, true )
FlagWait( "PlayerSprinted" )
wait 1.0
}
DisplayOnscreenHint( player, "autosprint_available", autosprintHintTime )
}
void function BasicMovement_Sprint_OG_Moves( entity player )
{
EndSignal( player, "OnDestroy" )
entity ogMidHallwayRef = GetEntByScriptName( "basic_movement_og_mid_hallway" )
waitthread Training_OG_Moves_ToSitting( ogMidHallwayRef, "", 0.8 )
FlagWait( "BasicMovement_PlayerReachedMidHallway" )
entity og_zenGarden_start = GetEntByScriptName( "basic_movement_og_zen_start" )
thread Training_OG_Moves( og_zenGarden_start, "OG_Beautiful_idle" )
}
void function BasicMovement_PlayerSprintDetection( entity player )
{
EndSignal( player, "OnDestroy" )
FlagEnd( "BasicMovement_PlayerReachedOpenArea" )
while ( 1 )
{
WaitFrame()
if ( player.IsSprinting() )
break
}
FlagSet( "PlayerSprinted" )
}
void function BasicMovement_DelayedWeaponDeploy( entity player, float delay )
{
player.EndSignal( "OnDestroy" )
wait delay
player.EnableWeaponWithSlowDeploy()
thread TakeAmmoFromPlayerASAP( player )
}
// =================================================
// ========= BASIC MOVEMENT 2: ZEN GARDEN ==========
// =================================================
void function Training_Setup_ZenGarden( entity player )
{
entity ogStart = GetEntByScriptName( "basic_movement_og_zen_start" )
entity og = Training_SpawnOGPilot( ogStart )
Training_OG_Idles( ogStart, "OG_Beautiful_idle" )
thread TakeAmmoFromPlayerASAP( player )
TeleportPlayerAndBT( "startpoint_zen_garden" )
}
void function Training_Skipped_ZenGarden( entity player )
{
player.SetPlayerSettingsWithMods( TRAINING_PLAYER_SETTINGS, [] )
OpenZenGardenExitDoor()
}
void function Training_ZenGarden( entity player )
{
entity og = GetOGPilot()
Assert( IsValid( og ) )
entity ref_hillclimbFinish = GetEntByScriptName( "zengarden_hillclimb_finish_idle" )
entity ref_exitSpot = GetEntByScriptName( "zengarden_og_exit_ref" )
OpenZenGardenExitDoor()
FlagWait( "BasicMovement_PlayerReachedOpenArea" )
player.SetPlayerSettingsWithMods( TRAINING_PLAYER_SETTINGS, ["disable_doublejump"] )
CheckPoint_Silent()
thread ZenGarden_WhyWeFight_VO( player, og )
waitthread Training_ZenGarden_Wallrun( player )
waitthread Training_ZenGarden_Crouch( player )
player.SetPlayerSettingsWithMods( TRAINING_PLAYER_SETTINGS, [] )
CheckPoint_Silent()
waitthread Training_ZenGarden_DoubleJump( player )
waitthread Training_ZenGarden_HillClimb( player, ref_hillclimbFinish, ref_exitSpot )
if ( IsValid( level ) )
Signal( level, "StopRepeatingGhostRecorder" )
}
// ZEN GARDEN SHARED BETWEEN PATHS
void function ZenGarden_WhyWeFight_VO( entity player, entity og )
{
entity ogStart = GetEntByScriptName( "basic_movement_og_zen_start" )
entity firstRockRef = GetEntByScriptName( "zengarden_og_rock1_ref" )
entity pathRef = GetEntByScriptName( "zengarden_og_path_ref" )
entity treeRef = GetEntByScriptName( "zengarden_og_tree_ref" )
string stopFlag = "ZenGarden_PlayerReachedWallrunStart"
string setFlag = "OG_WhyWeFight_VO_Done"
if ( !Flag( stopFlag ) )
{
// "Beautiful, isn't it?"
waitthread Training_OG_ScriptedAnim( ogStart, "OG_Beautiful" )
}
if ( !Flag( stopFlag ) )
{
waitthread Training_OG_Moves( firstRockRef, "", 0.25 )
}
if ( !Flag( stopFlag ) )
{
// "It's inspired by my home planet of Harmony."
waitthread Training_OG_ScriptedAnim( firstRockRef, "OG_harmony_A" )
}
if ( !Flag( stopFlag ) )
{
// "This is where I grew up."
waitthread Training_OG_ScriptedAnim( firstRockRef, "OG_harmony_B" )
}
if ( !Flag( stopFlag ) && !Flag( "ZenGarden_PlayerReachedFirstRock" ) )
{
waitthread Training_OG_Moves( pathRef )
}
FlagWaitAny( stopFlag, "ZenGarden_PlayerReachedFirstRock" )
if ( !Flag( stopFlag ) )
{
waitthread Training_OG_Moves_ToSitting( treeRef, "", 0.5 )
}
if ( !Flag( stopFlag ) )
{
// "This is what we're fighting for, Cooper."
waitthread Training_OG_ScriptedAnim( treeRef, "OG_freedom_A" )
}
if ( !Flag( stopFlag ) )
{
// "A world that's not metal and smoke."
waitthread Training_OG_ScriptedAnim( treeRef, "OG_freedom_B" )
}
if ( !Flag( stopFlag ) )
{
// "The freedom to live in peace and prosperity."
waitthread Training_OG_ScriptedAnim( treeRef, "OG_freedom_C" )
}
FlagSet( setFlag )
}
void function Training_ZenGarden_Wallrun( entity player )
{
entity wallrunRef = GetEntByScriptName( "basic_movement_og_zen_wallrun_idle" )
entity recorderRef = GetEntByScriptName( "basic_movement_wallrun_start_ref" )
FlagWaitAny( "ZenGarden_PlayerReachedWallrunStart", "OG_WhyWeFight_VO_Done" )
FlagWait( "OG_WhyWeFight_VO_Done" )
waitthread Training_OG_Moves_ToSitting( wallrunRef, "OG_primed_idle", 0.5 )
FlagWait( "ZenGarden_PlayerReachedWallrunStart" )
thread GhostRecorder_RepeatUntilFlag( player, "ZenGarden_PlayerFinishedWallrun", recorderRef, $"anim_recording/training_record_zengarden_wallrun.rpak" )
if ( !Flag( "ZenGarden_PlayerFinishedWallrun" ) )
thread OnscreenHint_DisplayUntilFlag( player, "wallrun_hint", "ZenGarden_PlayerFinishedWallrun" )
wait 1.0 // wait to see if player starts wallrunning right away
if ( !Flag( "ZenGarden_PlayerFinishedWallrun" ) && !Flag( "ZenGarden_PlayerTouchingWallrunPanel" ) )
{
// "Let's make sure your jump kit is primed. Basic wallrun here, give it a try."
waitthread Training_OG_ScriptedAnim( wallrunRef, "OG_primed" )
thread Training_OG_Idles_Sitting( wallrunRef, "OG_primed_idle" )
}
if ( !Flag( "ZenGarden_PlayerFinishedWallrun" ) && !Flag( "ZenGarden_PlayerTouchingWallrunPanel" ) )
wait 1.0
if ( !Flag( "ZenGarden_PlayerFinishedWallrun" ) && !Flag( "ZenGarden_PlayerTouchingWallrunPanel" ) )
{
// "Same routine as last time- watch the ghost pilot, and try to follow along."
thread PlayDialogue( "og_wallrun_follow_ghost", file.ogPilot )
waitthread Training_OG_ScriptedAnim( wallrunRef, "OG_primed_generic" )
thread Training_OG_Idles_Sitting( wallrunRef, "OG_primed_idle" )
}
FlagWait( "ZenGarden_PlayerFinishedWallrun" )
if ( !Flag( "ZenGarden_PlayerReachedCrouchArea" ) )
{
// "Good! Now you're moving."
file.postWallrunVOEndTime = Time() + 3.0
thread PlayDialogue( "og_wallrun_done", player )
wait 0.3 // min wait after
}
}
void function Training_ZenGarden_Crouch( entity player )
{
entity ogIdle_crouchSpot = GetEntByScriptName( "zengarden_og_slide_idle")
entity ref_slideStart = GetEntByScriptName( "zengarden_slide_ref" )
if ( Flag( "ZenGarden_PlayerCrouched" ) )
return
waitthread Training_OG_Moves_ToSitting( ogIdle_crouchSpot, "OG_low_idle", 0.8 )
thread GhostRecorder_RepeatUntilFlag( player, "ZenGarden_PlayerCrouched", ref_slideStart, $"anim_recording/training_record_zengarden_slide.rpak", 1.0 )
FlagWait( "ZenGarden_PlayerReachedCrouchArea" )
DisplayOnscreenHint( player, "crouch_hint", 5.0 )
while ( file.postWallrunVOEndTime > 0 && file.postWallrunVOEndTime - Time() > 0 )
wait 0.1
if ( Flag( "ZenGarden_PlayerCrouched" ) )
return
// "Under here. Stay low."
waitthread Training_OG_ScriptedAnim( ogIdle_crouchSpot, "OG_low" )
thread Training_OG_Idles_Sitting( ogIdle_crouchSpot, "OG_low_idle", true )
thread Training_ZenGarden_CrouchHint_WithNags( player, 10.0, ogIdle_crouchSpot, "OG_low_idle" )
FlagWait( "ZenGarden_PlayerCrouched" )
ClearOnscreenHint( player )
}
void function Training_ZenGarden_CrouchHint_WithNags( entity player, float nagInterval, entity idleRef, string ogIdleAnim )
{
player.EndSignal( "OnDestroy" )
string endFlag = "ZenGarden_PlayerCrouched"
string activeFlag = "ZenGarden_PlayerAtCrouchStart"
// "Crouch underneath, and we'll keep moving."
// "You need to get low here."
array<string> nags = [ "og_crouch_nag_1", "og_crouch_nag_2" ]
int nagIdx = 0
float nextNagTime = Time() + nagInterval
bool showingHint = false
while ( !Flag( endFlag ) )
{
FlagWait( activeFlag )
while ( Flag( activeFlag ) )
{
wait 0.1
if ( player.IsCrouched() )
{
if ( showingHint )
{
showingHint = false
ClearOnscreenHint( player )
}
continue
}
if ( !showingHint )
{
DisplayOnscreenHint( player, "crouch_hint" )
showingHint = true
}
if ( Time() - nextNagTime >= nagInterval )
{
thread Training_OG_Talks_Sitting( nags[nagIdx], idleRef, "", ogIdleAnim )
nextNagTime = Time() + nagInterval
nagIdx++
if ( nagIdx >= nags.len() )
nagIdx = 0
}
}
if ( showingHint )
{
showingHint = false
ClearOnscreenHint( player )
}
}
}
void function Training_ZenGarden_DoubleJump( entity player )
{
entity pathRef = GetEntByScriptName( "zengarden_og_postslide_idle" )
entity ogIdleRef = GetEntByScriptName( "zengarden_og_doublejump_idle" )
entity recordedAnimRef = GetEntByScriptName( "zengarden_doublejump_ref" )
waitthread Training_OG_Moves( pathRef, "", 0.5 )
// "Simple double jump. Follow the ghost."
waitthread Training_OG_Talks( "og_doublejump_hint", pathRef )
thread GhostRecorder_RepeatUntilFlag( player, "ZenGarden_PlayerDoubleJumped", recordedAnimRef, $"anim_recording/training_record_zengarden_doublejump.rpak", 1.0 )
waitthread Training_OG_Moves_ToSitting( ogIdleRef, "OG_doublejump_idle", 0.5 )
// "We've retaken over a quarter of Frontier space since the Battle of Demeter. The Militia's better organized now. More people join everyday to fight the IMC. People like you."
waitthread Training_OG_ScriptedAnim( ogIdleRef, "OG_doublejump_A" )
Training_OG_Idles( ogIdleRef, "OG_doublejump_B_idle" )
FlagWait( "ZenGarden_PlayerReachedDoubleJumpArea" )
if ( !Flag( "ZenGarden_PlayerDoubleJumped" ) )
{
DisplayOnscreenHint( player, "doublejump_hint", 5.0 )
thread OnscreenHint_NagUntilFlag( player, "doublejump_hint", "ZenGarden_PlayerDoubleJumped", 10.0, 5.0 )
wait 0.8
}
FlagWait( "ZenGarden_PlayerDoubleJumped" )
}
void function Training_ZenGarden_HillClimb( entity player, entity ref_hillclimbFinish, entity ref_exitSpot )
{
// "We used to just run and hide from them. But now we chase them."
string nextAnim = "OG_doublejump_B"
if ( !Flag( "ZenGarden_PlayerClimbedHill" ) )
{
waitthread Training_OG_Moves( ref_hillclimbFinish, "", 0.25 )
//waitthread Training_OG_Talks( nextLine, ref_hillclimbFinish )
waitthread Training_OG_ScriptedAnim( ref_hillclimbFinish, nextAnim )
FlagWait( "ZenGarden_PlayerClimbedHill" )
waitthread Training_OG_Moves( ref_exitSpot, ANIM_OG_LEANING_IDLE, 0.5 )
}
else if ( !Flag( "ZenGarden_PlayerReachedExitArea" ) )
{
waitthread Training_OG_Moves( ref_exitSpot, ANIM_OG_LEANING_IDLE, 0.5 )
if ( !Flag( "ZenGarden_PlayerReachedExitArea" ) )
waitthread Training_OG_ScriptedAnim( ref_exitSpot, nextAnim )
if ( !Flag( "ZenGarden_PlayerReachedExitArea" ) )
waitthread Training_OG_Moves( ref_exitSpot, ANIM_OG_LEANING_IDLE, 0.5 )
}
FlagWait( "ZenGarden_PlayerReachedExitArea" )
}
// =================================
// ========= FIRING RANGE ==========
// =================================
void function Training_Setup_FiringRange( entity player )
{
entity ogStart = GetEntByScriptName( "firingrange_og_needguns_start_sitting" )
entity og = Training_SpawnOGPilot( ogStart )
Training_OG_Idles_Sitting( ogStart )
thread TakeAmmoFromPlayerASAP( player )
TeleportPlayerAndBT( "startpoint_firing_range" )
}
void function Training_Skipped_FiringRange( entity player )
{
CloseZenGardenExitDoor()
OpenGauntletDoor()
FlagSet( "ineedguns" )
Training_WeaponRacks_SetSolidity( true )
player.SetExtraWeaponMods( [ "" ] ) // turns off low_ammo_disable
SetWeaponHUDEnabled( player, true )
Training_SetWeaponPickupsFullAmmo()
}
void function Training_FiringRange( entity player )
{
entity ref_og_needGunsStart = GetEntByScriptName( "firingrange_og_needguns_start_sitting" )
entity ref_og_firingRangeSpot = GetEntByScriptName( "firingrange_og_spot" )
entity ref_og_firingRangeAttractSpot = GetEntByScriptName( "firingrange_og_attract_spot" )
float ogMoveTime = -1
Training_WeaponRacks_SetSolidity( false )
Training_SetWeaponPickupsEmptyAmmo()
thread FiringRange_CloseZenGardenDoor_WhenPlayerReachesRange( player )
waitthread Training_OG_Moves_ToSitting( ref_og_needGunsStart, "OG_Weapons_idle", ogMoveTime )
FlagWait( "PlayerApproachingFiringRange" )
thread FiringRange_DetectWeaponSwitch( player )
waitthread FiringRange_ApproachAndEntry( player, ref_og_needGunsStart, ref_og_firingRangeAttractSpot, ref_og_firingRangeSpot )
waitthread FiringRange_TrainReload( player, ref_og_firingRangeSpot )
Training_WeaponRacks_SetSolidity( true )
thread FiringRange_InfiniteAmmo_WhenNearRange( player, "PodOutroStarted" )
thread FiringRange_ResetTargets_Think( player )
thread Training_OG_Idles( ref_og_firingRangeSpot, "OG_firingrange_idle" )
waitthread FiringRange_TrainADS( player, ref_og_firingRangeSpot )
waitthread FiringRange_PlayerMustDamageAllTargets( player, ref_og_firingRangeSpot, true, false )
Training_SetWeaponPickupsFullAmmo()
if ( !Flag( "FiringRangeWeaponSwapped" ) )
{
waitthread FiringRange_TrainWeaponSwap( player, ref_og_firingRangeSpot )
FlagWait( "PlayerNearFiringRange" ) // if player moved away to get a weapon, wait for them to come back
wait 0.25 // extra wait for player to see the targets reset
waitthread FiringRange_PlayerMustDamageAllTargets( player, ref_og_firingRangeSpot, false )
}
OpenGauntletDoor()
CheckPoint_Silent()
// "Good. Practice more if you want, then head to the Gauntlet."
waitthread Training_OG_ScriptedAnim( ref_og_firingRangeSpot, "OG_firingrange_ending" )
array<string> moveToGauntletNags = [ "og_moving_to_gauntlet_nag_1", "og_moving_to_gauntlet_nag_2", "og_moving_to_gauntlet_nag_3" ]
if ( Flag( "PlayerNearFiringRange" ) )
{
entity ref_og_midway2Gauntlet = GetEntByScriptName( "og_between_firingrange_and_gauntlet" )
thread Training_OG_NagPlayerUntilFlag_Sitting( player, moveToGauntletNags, 45.0, ref_og_midway2Gauntlet, "OG_MovedTo_GauntletEntrance" )
waitthread Training_OG_Moves_ToSitting( ref_og_midway2Gauntlet )
FlagWaitClear( "PlayerNearFiringRange" )
}
FlagSet( "OG_MovedTo_GauntletEntrance" )
entity ref_og_gauntletEntrance = GetEntByScriptName( "og_gauntlet_entrance_attract_spot" )
thread Training_OG_NagPlayerUntilFlag( player, moveToGauntletNags, 45.0, ref_og_gauntletEntrance, "PlayerInGauntletEntryway" )
waitthread Training_OG_Moves( ref_og_gauntletEntrance )
}
void function FiringRange_CloseZenGardenDoor_WhenPlayerReachesRange( entity player )
{
EndSignal( player, "OnDestroy" )
vector doorFarEdge = < -6368, -952, 48 > // HACK this is the bottom edge of the door farthest from the firing range
while ( 1 )
{
WaitFrame()
if ( !Flag( "PlayerNearFiringRange" ) )
continue
if ( PlayerCanSeePos( player, doorFarEdge, true, 90 ) )
continue
break
}
CloseZenGardenExitDoor()
}
void function FiringRange_ApproachAndEntry( entity player, entity ref_og_needGunsStart, entity ref_og_firingRangeAttractSpot, entity ref_og_firingRangeSpot )
{
thread FiringRange_Approach_OG_Sequence( player, ref_og_needGunsStart )
FlagWait( "FiringRange_Approach_OG_Sequence_Done" )
if ( !Flag( "PlayerNearFiringRange" ) )
{
// "Time to hit the range."
waitthread Training_OG_ScriptedAnim( ref_og_needGunsStart, "OG_Weapons_D" )
}
if ( !Flag( "PlayerNearFiringRange" ) )
{
// "I'm over here at the range, Cooper."
thread Training_OG_NagPlayerUntilFlag( player, [ "og_firingrange_attract_nag" ], 40.0, ref_og_firingRangeAttractSpot, "PlayerNearFiringRange" )
waitthread Training_OG_Moves( ref_og_firingRangeAttractSpot )
}
FlagWait( "PlayerNearFiringRange" )
waitthread Training_OG_Moves( ref_og_firingRangeSpot, "OG_firingrange_idle" )
}
void function FiringRange_Approach_OG_Sequence( entity player, entity ref_og_needGunsStart )
{
EndSignal( player, "OnDestroy" )
if ( !Flag( "PlayerNearFiringRange" ) )
Training_OG_Idles_Sitting( ref_og_needGunsStart )
if ( Flag( "PlayerNearFiringRange" ) )
{
// player is rushing forward
FlagSet( "ineedguns" )
thread FiringRange_INeedGuns_SFX( player, 0.0 )
}
else
{
FlagSetDelayed( "ineedguns", 2.0 )
thread FiringRange_INeedGuns_SFX( player, 2.0 )
}
if ( !Flag( "PlayerNearFiringRange" ) )
{
// "In combat, things never go as you expect."
waitthread Training_OG_ScriptedAnim( ref_og_needGunsStart, "OG_Weapons_A" )
}
if ( !Flag( "PlayerNearFiringRange" ) )
{
// "You must be ready to use any weapon you can find on the field."
waitthread Training_OG_ScriptedAnim( ref_og_needGunsStart, "OG_Weapons_B" )
}
if ( !Flag( "PlayerNearFiringRange" ) )
{
// "These are just a few of the weapons I've come across out there."
waitthread Training_OG_ScriptedAnim( ref_og_needGunsStart, "OG_Weapons_C" )
}
FlagSet( "FiringRange_Approach_OG_Sequence_Done" )
}
void function FiringRange_INeedGuns_SFX( entity player, float delayTime )
{
EndSignal( player, "OnDestroy" )
entity centerEmitter = GetEntByScriptName( "ref_firingrange_rack_sfx_center" )
entity backCenterEmitter = GetEntByScriptName( "ref_firingrange_rack_sfx_backcenter" )
entity leftEmitter = GetEntByScriptName( "ref_firingrange_rack_sfx_left" )
entity rightEmitter = GetEntByScriptName( "ref_firingrange_rack_sfx_right" )
entity moverCenter = CreateScriptMover( centerEmitter.GetOrigin(), centerEmitter.GetAngles() )
entity moverBackCenter = CreateScriptMover( backCenterEmitter.GetOrigin(), backCenterEmitter.GetAngles() )
entity moverLeft = CreateScriptMover( leftEmitter.GetOrigin(), leftEmitter.GetAngles() )
entity moverRight = CreateScriptMover( rightEmitter.GetOrigin(), rightEmitter.GetAngles() )
array<entity> movers = [ moverCenter, moverBackCenter, moverLeft, moverRight ]
OnThreadEnd(
function() : ( movers )
{
foreach ( mover in movers )
{
if( !IsValid( mover ) )
continue
mover.Destroy()
}
}
)
if ( delayTime > 0.0 )
wait delayTime
EmitSoundOnEntity( moverCenter, "training_scr_center_racks" )
EmitSoundOnEntity( moverBackCenter, "training_scr_back_racks" )
EmitSoundOnEntity( moverLeft, "training_scr_left_racks" )
EmitSoundOnEntity( moverRight, "training_scr_right_racks" )
wait 15.0 // wait before cleaning up movers
}
void function FiringRange_DetectWeaponSwitch( entity player )
{
player.EndSignal( "OnDestroy" )
entity ogWeapon = WaitForPlayerActiveWeapon( player )
string ogWeaponName = ogWeapon.GetWeaponClassName()
while ( 1 )
{
entity weapon = WaitForPlayerActiveWeapon( player )
string weaponName = weapon.GetWeaponClassName()
if ( weaponName != "" && weaponName != ogWeaponName )
{
FlagSet( "FiringRangeWeaponSwapped" )
break
}
wait 0.5
}
}
void function FiringRange_TrainReload( entity player, entity ogIdleSpot )
{
FlagClear( "PlayerReloaded" )
SetWeaponHUDEnabled( player, true )
player.SetExtraWeaponMods( [ "" ] ) // turns off low_ammo_disable
thread TakeAmmoFromPlayerASAP( player )
thread TrainReload_GivePlayerAmmoAfterButtonPressed( player )
// "Load your weapon."
// "Swap in a fresh mag."
array<string> reloadNags = [ "og_reload_hint", "og_reload_nag" ]
wait 1.1 // let pro players reload before prompting
int nagIdx = 0
if ( !Flag( "PlayerReloaded" ) )
{
thread OnscreenHint_DisplayUntilFlag( player, "reload_hint", "PlayerReloaded" )
float nagInterval = 15
float lastNagTime = -100
while ( !Flag( "PlayerReloaded" ) )
{
wait 0.1
if ( Time() - lastNagTime >= nagInterval )
{
waitthread Training_OG_Talks( reloadNags[nagIdx], ogIdleSpot, "OG_firingrange_talk", "OG_firingrange_idle", true )
lastNagTime = Time()
nagIdx++
if ( nagIdx >= reloadNags.len() )
nagIdx = 0
}
}
}
}
void function TrainReload_GivePlayerAmmoAfterButtonPressed( entity player )
{
player.EndSignal( "OnDestroy" )
FlagWait( "PlayerReloaded" )
FlagSet( "ReloadTraining_PlayerPressedReload" )
player.SetActiveWeaponPrimaryAmmoTotal( 50 )
}
void function FiringRange_InfiniteAmmo_WhenNearRange( entity player, string endFlag )
{
player.EndSignal( "OnDestroy" )
FlagEnd( endFlag )
while ( 1 )
{
wait 0.5
if ( !Flag( "PlayerNearFiringRange" ) )
continue
entity weapon = player.GetActiveWeapon()
if ( weapon == null )
continue
int currAmmo = player.GetWeaponAmmoStockpile( weapon )
int magSize = weapon.GetWeaponSettingInt( eWeaponVar.ammo_clip_size )
int maxAmmo = weapon.GetWeaponSettingInt( eWeaponVar.ammo_stockpile_max )
// let player reload before restocking
if ( currAmmo > (maxAmmo-magSize + 1) )
continue
printt( "firing range restock ammo" )
RestockPlayerAmmo_Silent( player )
}
}
void function FiringRange_TrainADS( entity player, entity ref_og_firingRangeSpot )
{
thread FlagSetWhenPlayerADS( player, "PlayerADSed" )
FlagWaitWithTimeout( "PlayerADSed", 2.5 ) // give player time to ADS before hinting
if ( !Flag( "PlayerADSed" ) )
{
// "Aim down the sights when engaging more distant targets."
// "You can focus more tightly on your targets if you aim down the sights."
array<string> adsNags = [ "og_ads_nag_1", "og_ads_nag_2" ]
thread Training_OG_NagPlayerUntilFlag( player, adsNags, 10.0, ref_og_firingRangeSpot, "PlayerADSed", "OG_firingrange_talk", "OG_firingrange_idle" )
thread OnscreenHint_DisplayUntilFlag( player, "ads_hint", "PlayerADSed" )
// "To get more precision, aim down the sights of your weapon."
waitthread Training_OG_Talks( "og_ads_hint", ref_og_firingRangeSpot, "OG_firingrange_talk", "OG_firingrange_idle", true )
}
FlagWait( "PlayerADSed" )
}
void function FiringRange_TrainWeaponSwap( entity player, entity ref_og_firingRangeSpot )
{
Signal( player, "FiringRange_StopResettingTargets" )
if ( !Flag( "FiringRangeWeaponSwapped" ) )
{
DisplayOnscreenHint( player, "weapon_pickup_hint", 5.0 )
thread OnscreenHint_NagUntilFlag( player, "weapon_pickup_hint", "FiringRangeWeaponSwapped", 10.0, 5.0 )
// "Use a different weapon this time. Grab another one off the rack."
thread Training_OG_Talks( "og_weaponswap_hint", ref_og_firingRangeSpot, "OG_firingrange_talk", "OG_firingrange_idle", true )
// "Switch to a different weapon."
array<string> weaponSwapNags = [ "og_weaponswap_nag" ]
waitthread Training_OG_NagPlayerUntilFlag( player, weaponSwapNags, 10.0, ref_og_firingRangeSpot, "FiringRangeWeaponSwapped", "OG_firingrange_talk", "OG_firingrange_idle" )
}
}
void function FiringRange_PlayerMustDamageAllTargets( entity player, entity ref_og_firingRangeSpot, bool firstTime, bool resetTargetsAtStart = true )
{
EndSignal( player, "OnDestroy" )
FlagClear( "FiringRange_AllTargetsKilled" )
thread FiringRange_ResetTargets_Think( player, resetTargetsAtStart )
thread OnscreenHint_DisplayUntilFlag( player, "firingrange_dmg_targets_hint", "FiringRange_AllTargetsKilled" )
wait 2.0
// "Gotta take 'em all out before we can move on."
// "Just aim, take a breath, and squeeze the trigger."
// "In the real world, the targets don't just stand still. They shoot back."
DialogueGroup nags = GetDialogueGroup( "shootTargetsNag" )
int numTargetsKilled = FiringRange_GetNumDamagedTargets()
while ( !Flag( "FiringRange_AllTargetsKilled" ) )
{
wait 1.0
// don't nag player if they recently damaged a target
if ( FiringRange_GetNumDamagedTargets() > numTargetsKilled )
{
numTargetsKilled = FiringRange_GetNumDamagedTargets()
TimerReset( "firingRangeNag" )
continue
}
if ( !TimerCheck( "firingRangeNag" ) )
continue
string nagLine = DialogueGroup_GetNextLine( nags )
waitthread Training_OG_Talks( nagLine, ref_og_firingRangeSpot, "OG_firingrange_talk", "OG_firingrange_idle", true )
TimerReset( "firingRangeNag" )
}
}
void function FiringRangeTargets_Init()
{
string targetScriptName = "firingrange_target"
array<entity> targetEnts = GetEntArrayByScriptName( targetScriptName )
Assert( targetEnts.len(), "Couldn't get firing range targets with script_name " + targetScriptName )
foreach ( ent in targetEnts )
{
ent.SetTakeDamageType( DAMAGE_EVENTS_ONLY )
ent.SetDamageNotifications( true )
entity angleRefEnt = ent.GetLinkEnt()
Assert( IsValid( angleRefEnt ), "Firing range target needs an angle reference entity linked" )
angleRefEnt.SetParent( ent )
FiringRangeTarget target
target.ent = ent
target.angleRefEnt = angleRefEnt
target.ogAngles = ent.GetAngles()
target.mover = CreateScriptMover( ent.GetOrigin(), ent.GetAngles() )
ent.SetParent( target.mover )
file.firingRangeTargets.append( target )
}
}
int function FiringRange_GetNumDamagedTargets()
{
int numDamaged = 0
foreach ( target in file.firingRangeTargets )
if ( target.wasDamaged )
numDamaged++
return numDamaged
}
void function FiringRange_ResetAllTargets()
{
foreach ( target in file.firingRangeTargets )
FiringRangeTarget_Reset( target )
}
void function FiringRangeTarget_Reset( FiringRangeTarget target )
{
if ( !IsValid( target.ent ) )
return
target.wasDamaged = false
thread FiringRangeTarget_RotateBack( target )
}
void function FiringRange_ResetTargets_Think( entity player, bool resetTargetsAtStart = true )
{
Signal( player, "FiringRange_StopResettingTargets" )
EndSignal( player, "FiringRange_StopResettingTargets" )
EndSignal( player, "OnDestroy" )
FlagEnd( "PodOutroStarted" )
array<FiringRangeTarget> firingRangeTargets = file.firingRangeTargets
bool firstLoop = true
float targetResetWait = 1.75
while ( 1 )
{
bool resetTargets = true
if ( firstLoop && !resetTargetsAtStart )
resetTargets = false
if ( resetTargets )
FiringRange_ResetAllTargets()
foreach ( target in firingRangeTargets )
thread FiringRangeTarget_WaitForDamage( target )
// wait for all targets to take damage
while ( 1 )
{
wait 0.2
bool allDamaged = true
foreach ( target in firingRangeTargets )
{
if ( !target.wasDamaged )
{
allDamaged = false
break
}
}
if ( allDamaged )
break
}
FlagSet( "FiringRange_AllTargetsKilled" )
wait targetResetWait
if ( firstLoop )
firstLoop = false
}
}
void function FiringRangeTarget_WaitForDamage( FiringRangeTarget target )
{
Signal( target.ent, "Target_WaitForDamage_Start" )
EndSignal( target.ent, "Target_WaitForDamage_Start" )
EndSignal( target.ent, "OnDestroy" )
bool first = true
while ( 1 )
{
table result = WaitSignal( target.ent, "TargetDamaged" )
vector damagePos = expect vector( result.damagePos )
if ( first )
{
thread FiringRangeTarget_FirstDamage( target, damagePos )
first = false
}
}
return
}
string function FiringRangeTarget_GetDamageSide( FiringRangeTarget target, vector damagePos )
{
vector upEntPos = target.angleRefEnt.GetOrigin()
vector upEntAngles = target.angleRefEnt.GetAngles()
vector facingVec = AnglesToForward( upEntAngles )
vector vecToDamage = Normalize( damagePos - upEntPos )
float dot2Damage = DotProduct( vecToDamage, facingVec )
printt( "damage dot product:", dot2Damage )
#if DEV
//float debugDrawTime = 3.0
//DebugDrawAngles( damagePos, upEntAngles, debugDrawTime )
//DebugDrawLine( upEntPos, upEntPos + (facingVec * 200), 200, 200, 0, true, debugDrawTime )
#endif
vector frontFacingVec = AnglesToRight( upEntAngles )
bool isOnLeft = IsPointInFrontofLine( damagePos, upEntPos, frontFacingVec )
string returnStr = "left"
if ( isOnLeft )
{
printt( "LEFT SIDE" )
}
else
{
printt( "RIGHT SIDE" )
returnStr = "right"
}
return returnStr
}
void function FiringRangeTarget_FirstDamage( FiringRangeTarget target, vector damagePos )
{
//Assert( !target.wasDamaged, "Target not expected to be damaged yet" )
if ( target.wasDamaged )
return
target.wasDamaged = true
if ( IsAlive( file.player ) )
EmitSoundOnEntity( file.player, "training_scr_hit_target" )
// rotate left by default
float rotateAngY = 179.9
if ( FiringRangeTarget_GetDamageSide( target, damagePos ) == "right" )
rotateAngY *= -1
vector newAngles = target.ogAngles + Vector( 0, rotateAngY, 0 )
thread FiringRangeTarget_Rotate( target, newAngles )
}
void function FiringRangeTarget_Rotate( FiringRangeTarget target, vector targetAngles )
{
Signal( target.mover, "TargetRotate" )
EndSignal( target.mover, "TargetRotate" )
EndSignal( target.mover, "OnDestroy" )
float rotateTime = 0.14
float accelTime = 0
float decelTime = 0.1
target.mover.NonPhysicsRotateTo( targetAngles, rotateTime, accelTime, decelTime )
wait rotateTime
}
void function FiringRangeTarget_RotateBack( FiringRangeTarget target )
{
if ( target.ent.GetAngles() == target.ogAngles )
return
EmitSoundAtPosition( TEAM_UNASSIGNED, target.ent.GetOrigin(), "training_scr_range_target_spin" )
waitthread FiringRangeTarget_Rotate( target, target.ogAngles )
}
void function FlagSetWhenPlayerADS( entity player, string setFlag )
{
player.EndSignal( "OnDestroy" )
while ( player.GetZoomFrac() < 0.9 )
wait 0.1
FlagSet( setFlag )
}
// =============================
// ========= GAUNTLET ==========
// =============================
void function Training_Setup_Gauntlet( entity player )
{
entity ogStart = GetEntByScriptName( "og_gauntlet_entrance_attract_spot" )
entity og = Training_SpawnOGPilot( ogStart )
Training_OG_Idles( ogStart )
TeleportPlayerAndBT( "startpoint_gauntlet_entrance" )
}
void function Training_Skipped_Gauntlet( entity player )
{
FlagSet( "Gauntlet_FirstRun_Done" )
thread TrainingGauntlet_RemindPlayerAboutMobility( player )
thread TrainingGauntlet_CrouchHint( player )
thread TrainingGauntlet_SetsDifficulty( player )
}
void function Training_Gauntlet( entity player )
{
entity og = GetOGPilot()
entity ref_og_gauntletStartPos = GetEntByScriptName( "og_near_gauntlet_start_pos" )
GauntletInfo trainingGauntlet = GetTrainingGauntlet()
// HACK
vector resultsBoardCenterPos = < -4899.15, 666.269, 107.187 >
if ( !Flag( "PlayerInGauntletEntryway" ) && !trainingGauntlet.isActive && !PlayerCanSeePos( player, resultsBoardCenterPos, true, 90 ) )
DisableGauntlet( trainingGauntlet ) // let a rushing player start the gauntlet
if ( !trainingGauntlet.isActive )
FlagWait( "PlayerInGauntletEntryway" )
if ( !trainingGauntlet.isActive )
CheckPoint_Silent()
waitthread Training_OG_Moves( ref_og_gauntletStartPos, ANIM_OG_LEANING_IDLE )
thread Training_Gauntlet_FirstRunDialogue( player, trainingGauntlet, ref_og_gauntletStartPos )
wait 1.0
EnableGauntlet( trainingGauntlet )
thread Training_Gauntlet_FirstRunGhostPlaybackStart( player, trainingGauntlet )
thread TrainingGauntlet_TeleportPlayerAtFinishLine( player )
thread TrainingGauntlet_RemindPlayerAboutMobility( player, "Gauntlet_FirstRun_All_VO_Finished" )
thread TrainingGauntlet_CrouchHint( player )
thread TrainingGauntlet_SetsDifficulty( player )
thread Training_Gauntlet_WaitForRequiredTime( player, ref_og_gauntletStartPos )
FlagWait( "Gauntlet_FirstRun_Done" )
if ( !trainingGauntlet.isActive )
CheckPoint_Silent()
Gauntlet_StopGhostPlayback( trainingGauntlet )
waitthread Training_Gauntlet_PostFirstRunDialogue( player, trainingGauntlet )
}
void function Training_Gauntlet_FirstRunDialogue( entity player, GauntletInfo gauntlet, entity ogIdleSpot )
{
player.EndSignal( "OnDestroy" )
if ( !gauntlet.isActive )
{
// "Alright. Got a new gauntlet for you to run today."
waitthread Training_OG_ScriptedAnim( ogIdleSpot, "OG_gauntlet_start_A" )
}
if ( !gauntlet.isActive )
{
// "Par time is a minute-forty-five."
waitthread Training_OG_ScriptedAnim( ogIdleSpot, "OG_gauntlet_start_B" )
}
if ( !gauntlet.isActive )
{
// "Gotta do better than that to continue."
waitthread Training_OG_ScriptedAnim( ogIdleSpot, "OG_gauntlet_start_C" )
}
Objective_Set( "#TRAINING_OBJ_GAUNTLET_FIRSTRUN" )
//if ( gauntlet.isActive )
// Training_Gauntlet_OG_Creates_FirstRun_Ghost( file.ogPilot )
AddAnimEvent( file.ogPilot, "create_ghost", Training_Gauntlet_OG_Creates_FirstRun_Ghost )
// "Follow the ghost, or find your own path."
waitthread Training_OG_ScriptedAnim( ogIdleSpot, "OG_gauntlet_start_D" )
thread Training_OG_Idles( ogIdleSpot, "OG_gauntlet_start_endidle" )
DeleteAnimEvent( file.ogPilot, "create_ghost" )
float minDelayEnd = 5.0 + Time()
DialogueGroup firstRunGauntletLore = GetDialogueGroup( "firstRunGauntletLore" )
while ( !Flag( "Gauntlet_FirstRun_Done" ) && !firstRunGauntletLore.allPlayed )
{
wait 1
if ( !gauntlet.isActive )
continue
if ( Time() < minDelayEnd )
continue
string line = DialogueGroup_GetNextLine( firstRunGauntletLore )
PlayDialogue( line, player )
}
FlagSet( "Gauntlet_FirstRun_All_VO_Finished" )
}
void function Training_Gauntlet_OG_Creates_FirstRun_Ghost( entity og )
{
entity player = file.player
if ( !IsValid( player ) )
return
player.Signal( "FirstRun_OG_Creates_Ghost" )
}
void function TrainingGauntlet_RemindPlayerAboutMobility( entity player, string waitFlag = "" )
{
EndSignal( player, "OnDestroy" )
FlagEnd( "PlayerLeavingGauntlet" )
GauntletInfo trainingGauntlet = GetTrainingGauntlet()
//if ( waitFlag != "" && !Flag( waitFlag ) )
// FlagWait( waitFlag )
float nagInterval = 300 // 5 minutes
float nextNagTime = -1
float minSampleTime = 15.0
float lowWallrunningFrac = 0.05
bool hasSprinted = false
FlagWait( "Gauntlet_FirstRun_All_VO_Finished" )
while ( !Flag( "PlayerLeavingGauntlet" ) )
{
if ( !trainingGauntlet.isActive )
WaitSignal( player, "Gauntlet_RunStarted" )
float startTime = Time()
float samplePoints = 0
float samplesWallrunning = 0
while ( trainingGauntlet.isActive )
{
wait 0.1
if ( player.IsSprinting() && !hasSprinted )
hasSprinted = true
samplePoints++
if ( player.IsWallRunning() )
samplesWallrunning++
if ( (Time() - startTime) < minSampleTime )
continue
float wallrunningFrac = samplesWallrunning / samplePoints
printt( "wallrunningFrac:", wallrunningFrac )
// Has player done all the stuff we would want to remind them about?
if ( wallrunningFrac >= lowWallrunningFrac && hasSprinted )
break
if ( Time() >= nextNagTime )
{
if ( !hasSprinted )
thread TrainingGauntlet_SprintNag( player )
else if ( wallrunningFrac < lowWallrunningFrac )
thread TrainingGauntlet_WallrunNag( player, trainingGauntlet )
nextNagTime = Time() + nagInterval
}
break
}
if ( trainingGauntlet.isActive )
WaitSignal( player, "Gauntlet_RunStopped" )
}
}
void function TrainingGauntlet_SprintNag( entity player )
{
EndSignal( player, "OnDestroy" )
float hintDuration = 10.0
float hintEndTime = Time() + hintDuration
DisplayOnscreenHint( player, "sprint_button_hint", hintDuration )
EndSignal( player, "DisplayingOnscreenHint" )
while ( Time() < hintEndTime && !player.IsSprinting() )
WaitFrame()
ClearOnscreenHint( player )
}
void function TrainingGauntlet_WallrunNag( entity player, GauntletInfo trainingGauntlet )
{
EndSignal( player, "OnDestroy" )
//printt( "playing mobility nag" )
DisplayOnscreenHint( player, "gauntlet_wallrun_hint", 8.0 )
DialogueGroup gauntletHints_wallrun = GetDialogueGroup( "gauntletHints_wallrun" )
string line = DialogueGroup_GetNextLine( gauntletHints_wallrun )
waitthread PlayDialogue( line, player )
if ( !trainingGauntlet.isActive )
return
waitthread PlayDialogue( "og_gauntlet_hint_wallrun_capper", player )
}
void function TrainingGauntlet_CrouchHint( entity player )
{
EndSignal( player, "OnDestroy" )
string checkFlag = "Gauntlet_PlayerInCrouchHintZone"
string nagTimer = "gauntlet_crouchHint"
TimerInit( nagTimer, 2.5 )
float waitTime = 1.0
bool hintShowing = false
while ( 1 )
{
wait waitTime
if ( !Flag( checkFlag ) )
continue
TimerReset( nagTimer )
while ( Flag( checkFlag ) )
{
wait waitTime
if ( !TimerCheck( "gauntlet_crouchHint" ) )
continue
if ( !hintShowing )
{
DisplayOnscreenHint( player, "crouch_hint" )
hintShowing = true
}
}
if ( hintShowing )
{
ClearOnscreenHint( player )
hintShowing = false
}
}
}
void function Training_Gauntlet_PostFirstRunDialogue( entity player, GauntletInfo gauntlet )
{
player.EndSignal( "OnDestroy" )
player.EndSignal( "Gauntlet_RunStarted" )
entity ref_og_gauntletResults = GetEntByScriptName( "og_ref_gauntlet_results_display" )
Objective_SetSilent( "#TRAINING_OBJ_DEFAULT" )
waitthread Training_OG_Moves( ref_og_gauntletResults, "", 1.0 )
AddAnimEvent( file.ogPilot, "highlight_results_board_tip", Gauntlet_PostFirstRun_SetRandomTip )
// "Nice run! See the results board on the wall? You set a new Best Time."
// "Everyone has different strengths and weaknesses, so be sure to run this a few times with different weapons."
// "Look at the results board for more tips on how to improve."
waitthread Training_OG_ScriptedAnim( ref_og_gauntletResults, "OG_Gauntlet_return" )
DeleteAnimEvent( file.ogPilot, "highlight_results_board_tip" )
}
// update tip while OG is talking about the tips
void function Gauntlet_PostFirstRun_SetRandomTip( entity og )
{
entity player = file.player
if ( !IsValid( player ) )
return
GauntletInfo gauntlet = GetTrainingGauntlet()
Remote_CallFunction_Replay( player, "ScriptCallback_GauntletResultsDisplay_SetRandomTip", gauntlet.id )
}
void function Training_Gauntlet_FirstRunGhostPlaybackStart( entity player, GauntletInfo gauntlet )
{
if ( !gauntlet.isActive )
WaitSignal( player, "Gauntlet_RunStarted", "FirstRun_OG_Creates_Ghost" )
thread Gauntlet_StartGhostPlayback( gauntlet, GHOST_NAME_FIRSTRUN, "#GAUNTLET_GHOST_NAME_FIRSTRUN" )
}
void function Training_Gauntlet_WaitForRequiredTime( entity player, entity ogIdleSpot )
{
player.EndSignal( "OnDestroy" )
GauntletInfo gauntlet = GetTrainingGauntlet()
// "The first run of the day is always the toughest."
// "Too slow! I know you can do better. Give it another try."
DialogueGroup firstRunFailedGroup = GetDialogueGroup( "firstRunFailed" )
int failCount = 0
while ( 1 )
{
// keep setting this here because by default the gauntlet updates its random tip after each finished run
Remote_CallFunction_Replay( player, "ScriptCallback_TrainingGauntlet_ResultsDisplay_SetTip", gauntlet.id, 0 )
player.WaitSignal( "Gauntlet_RunStopped" )
wait 0.1 // HACK let the gauntlet struct get updated before checking it
TrainingGauntletStats_PostRunUpdate( player, gauntlet, 0 )
if ( !gauntlet.runFinished )
continue
failCount++
if ( gauntlet.bestTime <= TRAINING_GAUNTLET_MAX_TIME_TO_PROGRESS || failCount == NUM_GAUNTLET_FAILS_BEFORE_FORCED_PROGRESS )
{
if ( gauntlet.bestTime <= TRAINING_GAUNTLET_MAX_TIME_TO_PROGRESS )
printt( "Gauntlet moving on: beat required time" )
else if ( failCount == NUM_GAUNTLET_FAILS_BEFORE_FORCED_PROGRESS )
printt( "Gauntlet moving on: forced progress after", NUM_GAUNTLET_FAILS_BEFORE_FORCED_PROGRESS, "failures" )
break
}
wait 0.5 // let player get settled before VO starts
EmitSoundOnEntityOnlyToPlayer( player, player, "training_scr_gaunlet_fail_01" )
string firstRunFailedLine = DialogueGroup_GetNextLine( firstRunFailedGroup )
thread Training_OG_Talks_Leaning( firstRunFailedLine, ogIdleSpot, "", "", true )
Objective_Remind()
//DisplayOnscreenHint( player, "gauntlet_first_run_progression_hint", 9.0 )
if ( failCount == 2 )
thread DoSprintEnableDialogForGauntletIfNeeded_Thread( player, 3.5 )
}
TrainingGauntletPostRun_TryAchievements( player, gauntlet )
FlagSet( "Gauntlet_FirstRun_Done" )
}
void function DoSprintEnableDialogForGauntletIfNeeded_Thread( entity player, float waitTime )
{
EndSignal( player, "OnDestroy" )
wait waitTime
if ( GetAutosprintEnabled() )
return
Remote_CallFunction_UI( player, "ScriptCallback_OpenAutosprintDialogForGauntlet" )
}
void function TrainingGauntlet_TeleportPlayerAtFinishLine( entity player )
{
Signal( player, "Gauntlet_StopTeleportingPlayerAtFinishLine" )
EndSignal( player, "Gauntlet_StopTeleportingPlayerAtFinishLine" )
EndSignal( player, "OnDestroy" )
entity startEnt = GetEntByScriptName( "results_room_teleport_refA" )
entity endEnt = GetEntByScriptName( "results_room_teleport_refB" )
vector startPos = startEnt.GetOrigin()
vector endPos = endEnt.GetOrigin()
while ( 1 )
{
player.WaitSignal( "Gauntlet_PlayerHitFinishTrig" )
vector currentPos = player.GetOrigin()
float offsetX = currentPos.x - startPos.x
float offsetY = currentPos.y - startPos.y
float offsetZ = currentPos.z - startPos.z
float newPosX = endPos.x + offsetX
float newPosY = endPos.y + offsetY
float newPosZ = endPos.z + offsetZ
vector newPos = < newPosX, newPosY, newPosZ >
player.SetOrigin( newPos )
}
}
void function TrainingGauntlet_SetsDifficulty( entity player )
{
if ( Flag( "PlayerLeavingGauntlet" ) )
return
FlagEnd( "PlayerLeavingGauntlet" )
player.EndSignal( "OnDestroy" )
GauntletInfo gauntlet = GetTrainingGauntlet()
bool diffSetOnce = false
while ( 1 )
{
WaitSignal( player, "Gauntlet_RunStopped" )
if ( file.gauntletMode )
return
wait 0.2 // HACK let the gauntlet struct and file variables get set up after the run
// extra wait for player to finish seeing their time, etc.
wait 2.0
if ( !gauntlet.runFinished )
continue
if ( !gauntlet.lastRunBestTime )
continue
int prevDiff = -1
if ( diffSetOnce )
prevDiff = GetConVarInt( "sp_difficulty" )
Training_SetDifficultyForGauntletTime( gauntlet.bestTime )
if ( GetConVarInt( "sp_difficulty" ) > prevDiff )
Training_AnnounceDifficultyForGauntletTime( player, 8.0 )
if ( !diffSetOnce )
diffSetOnce = true
}
}
void function Training_SetDifficultyForGauntletTime( float time )
{
float time = file.trainingGauntletStats.bestTime
if ( time == -1 )
time = TRAINING_GAUNTLET_MAX_TIME_TO_PROGRESS
int difficulty = DIFFICULTY_EASY
//if ( time <= REC_DIFF_GAUNTLET_TIME_MASTER )
// difficulty = DIFFICULTY_MASTER
// else if
if ( time <= REC_DIFF_GAUNTLET_TIME_HARD )
difficulty = DIFFICULTY_HARD
else if ( time <= REC_DIFF_GAUNTLET_TIME_NORMAL )
difficulty = DIFFICULTY_NORMAL
printt( "GetDifficultyForGauntletTime: diff", difficulty, "for time", time )
file.trainingGauntletStats.recommendedDifficulty = difficulty
SetConVarInt( "sp_difficulty", difficulty )
}
void function Training_AnnounceDifficultyForGauntletTime( entity player, float displayTime = 5.0 )
{
string hintAlias = "hint_diff_"
hintAlias += file.trainingGauntletStats.recommendedDifficulty.tostring()
DisplayOnscreenHint( player, hintAlias, displayTime )
}
// ======================================================
// ========= GAUNTLET CHALLENGE (post 1st run) ==========
// ======================================================
void function Training_Setup_GauntletChallenge( entity player )
{
entity ogStart = GetEntByScriptName( "og_ref_gauntlet_results_display" )
entity og = Training_SpawnOGPilot( ogStart )
Training_OG_Idles( ogStart )
TeleportPlayerAndBT( "playerstart_gauntlet_challenge" )
}
void function Training_Skipped_GauntletChallenge( entity player )
{
}
void function Training_GauntletChallenge( entity player )
{
GauntletInfo gauntlet = GetTrainingGauntlet()
thread TrainingGauntlet_TeleportPlayerAtFinishLine( player )
entity ref_og_gauntletLeaderboardPos = GetEntByScriptName( "og_near_leaderboard" )
// in gauntlet mode OG spawns here before player fade finishes, no need to move him
if ( !file.gauntletMode )
waitthread Training_OG_Moves( ref_og_gauntletLeaderboardPos, "" )
Gauntlet_ShowLeaderboard( gauntlet )
thread GauntletChallenge_GhostsThink( player, gauntlet, "GauntletChallenge_FirstGhostAppear", "PlayerLeavingGauntlet" )
thread GauntletChallenge_IntroDialogue( player, gauntlet, ref_og_gauntletLeaderboardPos )
thread GauntletChallege_RestartGauntletHint( player, gauntlet )
FlagWait( "ChallengeIntro_VO_Done" )
bool installRuiStarted = false
if ( !Training_IsGameFullyInstalled() )
Remote_CallFunction_Replay( player, "ScriptCallback_ShowInstallProgress", true )
entity ref_og_gauntletExitPos = GetEntByScriptName( "og_gauntlet_exit_pos" )
thread Training_GauntletChallenge_DialogueThink( player, gauntlet, ref_og_gauntletExitPos )
thread Training_OG_Moves( ref_og_gauntletExitPos, "OG_all_done_idle" )
wait 1.0
thread Training_LeaveGauntletThink( player, ref_og_gauntletExitPos )
FlagWait( "PlayerConfirmedGauntletExit" )
Remote_CallFunction_Replay( player, "ScriptCallback_ShowInstallProgress", false )
Objective_SetSilent( "#TRAINING_OBJ_DEFAULT" )
DisableGauntlet( gauntlet )
FlagWait( "PlayerLeavingGauntlet" )
Signal( player, "Gauntlet_StopTeleportingPlayerAtFinishLine" )
if ( file.gauntletMode )
{
thread Training_PodOutro( player )
WaitForever() // stall normal progression
}
else
{
thread DisableWeaponDelayed( player, 0.3 ) // disable weapon so crosshairs aren't visible during white screen
entity destEnt = GetEntByScriptName( "startpoint_titanfall" )
waitthread PlayerAndOGTeleport_Fancy( player, destEnt.GetOrigin(), "og_titanfall_start_pos", destEnt.GetAngles() )
CheckPoint_Silent()
}
}
void function DisableWeaponDelayed( entity player, float delay )
{
EndSignal( player, "OnDestroy" )
if ( delay > 0 )
wait delay
player.DisableWeapon()
}
void function GauntletChallege_RestartGauntletHint( entity player, GauntletInfo gauntlet )
{
EndSignal( player, "OnDestroy" )
float displayTime = 5.0
float delayTime = 2.5
const int RUNS_BETWEEN_REMINDERS = 3
int runsSinceLastReminder = 3 // do reminder on first run
while ( 1 )
{
if ( !gauntlet.isActive )
WaitSignal( player, "Gauntlet_RunStarted" )
float displayEndTime = -1
// check if we should remind after run starts
if ( runsSinceLastReminder >= RUNS_BETWEEN_REMINDERS )
{
thread OnscreenHint_DisplayAfterDelay( player, "gauntlet_restart_hint", displayTime, delayTime )
displayEndTime = Time() + displayTime + delayTime
}
// wait for run to stop
table result = WaitSignal( player, "Gauntlet_RunStopped", "Gauntlet_ForceRestart" )
string signal = expect string( result.signal )
// clear initial hint if player cancelled the run before it would auto clear
if ( displayEndTime != -1 && Time() < displayEndTime )
ClearOnscreenHint( player )
// player went back through the starting gate?
if ( signal == "Gauntlet_RunStopped" && !gauntlet.runFinished )
{
// Don't care about how many runs between reminders here- if player does this it means they don't really get it yet
thread DisplayOnscreenHint( player, "gauntlet_restart_hint", displayTime )
runsSinceLastReminder = 0
}
// player used menu to restart?
else if ( signal == "Gauntlet_ForceRestart" )
{
runsSinceLastReminder = 0 // reset the counter when force restarted
}
if ( runsSinceLastReminder >= RUNS_BETWEEN_REMINDERS )
runsSinceLastReminder = 0
if ( gauntlet.runFinished ) // player restarted from menu or went back through the gate
runsSinceLastReminder++
}
}
void function GauntletChallenge_IntroDialogue( entity player, GauntletInfo gauntlet, entity ogRef )
{
if ( file.gauntletMode )
{
thread GauntletChallengeModeOnly_IntroDialogue( player, gauntlet, ogRef )
return
}
player.EndSignal( "OnDestroy" )
if ( !gauntlet.isActive )
{
// "Now that you're warmed up: if you want a REAL challenge, you can race against other Pilot ghosts."
waitthread Training_OG_ScriptedAnim( ogRef, "OG_Leaderboard_A" )
}
player.Signal( "GauntletChallenge_FirstGhostAppear" )
if ( !gauntlet.isActive )
{
// "Word of warning, though- the Pilots who recorded these ghosts are the best in the SRS.
waitthread Training_OG_ScriptedAnim( ogRef, "OG_Leaderboard_B" )
}
if ( !gauntlet.isActive )
{
// "If you can beat them, you'll be halfway to being a real Pilot."
waitthread Training_OG_ScriptedAnim( ogRef, "OG_Leaderboard_C" )
}
if ( !gauntlet.isActive )
{
// "Go ahead and run the Gauntlet as much as you want."
waitthread Training_OG_ScriptedAnim( ogRef, "OG_Leaderboard_D" )
}
// "When you're done, I've got something special to show you."
waitthread Training_OG_ScriptedAnim( ogRef, "OG_Leaderboard_E" )
if ( !Training_IsGameFullyInstalled() )
{
Objective_Set( "#TRAINING_OBJ_GAUNTLET_CHALLENGE_INSTALLING" )
thread ChangeGauntletObjective_OnInstallComplete( player )
}
else
{
Objective_Set( "#TRAINING_OBJ_GAUNTLET_CHALLENGE" )
}
FlagSet( "ChallengeIntro_VO_Done" )
}
void function GauntletChallengeModeOnly_IntroDialogue( entity player, GauntletInfo gauntlet, entity ogRef )
{
player.EndSignal( "OnDestroy" )
SetSignalDelayed( player, "GauntletChallenge_FirstGhostAppear", 0.25 )
wait 1.5 // let player teleport and fade in before starting to talk
if ( !gauntlet.isActive )
{
// "Go ahead and run the Gauntlet as much as you want."
waitthread Training_OG_ScriptedAnim( ogRef, "OG_Leaderboard_D", true )
}
// "When you're done, I've got something special to show you."
//waitthread Training_OG_ScriptedAnim( ogRef, "OG_Leaderboard_E" )
Objective_Set( "#TRAINING_OBJ_GAUNTLET_CHALLENGE" )
FlagSet( "ChallengeIntro_VO_Done" )
}
void function ChangeGauntletObjective_OnInstallComplete( entity player )
{
EndSignal( player, "OnDestroy" )
while ( !Training_IsGameFullyInstalled() )
wait 1.0
Objective_Set( "#TRAINING_OBJ_GAUNTLET_CHALLENGE" )
}
void function GauntletChallenge_GhostsThink( entity player, GauntletInfo gauntlet, string signalWait, string endFlag )
{
if ( Flag( endFlag ) )
return
player.EndSignal( "OnDestroy" )
gauntlet.signalEnt.EndSignal( "OnDestroy" )
FlagEnd( endFlag )
if ( !gauntlet.isActive )
WaitSignal( player, "Gauntlet_RunStarted", signalWait )
thread Gauntlet_ChallengeLeaderboardGhosts( player, gauntlet, "PlayerLeavingGauntlet" )
}
void function Training_GauntletChallenge_DialogueThink( entity player, GauntletInfo gauntlet, entity ogSpot )
{
player.EndSignal( "OnDestroy" )
FlagWait( "ChallengeIntro_VO_Done" )
DialogueGroup clearedLeaderboard = GetDialogueGroup( "clearedLeaderboard" )
DialogueGroup defeatedGhost = GetDialogueGroup( "defeatedGhost" )
DialogueGroup notBestTime = GetDialogueGroup( "notBestTime" )
DialogueGroup newBestTime = GetDialogueGroup( "newBestTime" )
while ( 1 )
{
FlagClear( "Gauntlet_PlayingFeedbackVO" )
WaitSignal( player, "Gauntlet_RunStopped" )
wait 0.1 // HACK let the gauntlet struct get updated before checking
TrainingGauntletStats_PostRunUpdate( player, gauntlet, 1 )
if ( !gauntlet.runFinished )
continue
TrainingGauntletPostRun_TryAchievements( player, gauntlet )
FlagSet( "Gauntlet_PlayingFeedbackVO" )
string feedbackLine = ""
// SPECIAL- defeated a Hero Ghost
if ( gauntlet.lastRunDefeatedGhost && !gauntlet.allGhostsDefeated )
{
array<GauntletGhost> leaderboard = Gauntlet_GetLeaderboard( gauntlet )
GauntletGhost playerGhost = Gauntlet_GetPlayerGhost( gauntlet )
array<string> heroFileNames = [ GHOST_NAME_ALIAS_LASTIMOSA, GHOST_NAME_ALIAS_ANDERSON, GHOST_NAME_ALIAS_BRIGGS ]
GauntletGhost loserGhost
foreach ( ghost in leaderboard )
{
if ( playerGhost.duration <= ghost.duration && heroFileNames.contains( ghost.fileName ) )
{
loserGhost = ghost
break
}
}
switch ( loserGhost.fileName )
{
case GHOST_NAME_ALIAS_LASTIMOSA:
// "Hey - that was my best time! I must be getting slow."
feedbackLine = "og_gauntlet_unlocked_leaderboard_entry_og"
break
case GHOST_NAME_ALIAS_ANDERSON:
// "Heh. Can't wait to tell Anderson about that. Son of a bitch..."
feedbackLine = "og_gauntlet_unlocked_leaderboard_entry_anderson"
break
case GHOST_NAME_ALIAS_BRIGGS:
// "You just beat Commander Briggs. Might not stay that way for long though, she's very competitive."
feedbackLine = "og_gauntlet_unlocked_leaderboard_entry_briggs"
break
}
if ( feedbackLine != "" )
waitthread Training_OG_Talks( feedbackLine, ogSpot, "OG_all_done_talk", "OG_all_done_idle", true )
}
// SPECIAL - cleared leaderboard
if ( gauntlet.allGhostsDefeated && !clearedLeaderboard.allPlayed )
{
while ( !clearedLeaderboard.allPlayed && !gauntlet.isActive )
{
feedbackLine = DialogueGroup_GetNextLine( clearedLeaderboard )
waitthread Training_OG_Talks( feedbackLine, ogSpot, "OG_all_done_talk", "OG_all_done_idle", true )
}
}
// If we played a line by now, it was Special, so we don't want the generic ones below.
if ( feedbackLine != "" )
continue
// LAST RUN: DEFEATED GHOST (GENERIC)
if ( gauntlet.lastRunDefeatedGhost && !gauntlet.allGhostsDefeated )
{
feedbackLine = DialogueGroup_GetNextLine( defeatedGhost )
}
// LAST RUN: BEAT BEST TIME
else if ( gauntlet.lastRunBestTime )
{
feedbackLine = DialogueGroup_GetNextLine( newBestTime )
}
// LAST RUN: FAILED TO BEAT BEST TIME
else
{
feedbackLine = DialogueGroup_GetNextLine( notBestTime )
}
Assert( feedbackLine != "" )
waitthread Training_OG_Talks( feedbackLine, ogSpot, "OG_all_done_talk", "OG_all_done_idle", true )
}
}
void function TrainingGauntletPostRun_TryAchievements( entity player, GauntletInfo gauntlet )
{
Assert( gauntlet.runFinished )
GauntletGhost andersonGhost = Gauntlet_GetGhostByFileName( gauntlet, GHOST_NAME_ALIAS_ANDERSON )
if ( gauntlet.lastRunTime < andersonGhost.duration )
{
// Achievement - Beat Pilot Anderson's gauntlet ghost recorder time
UnlockAchievement( player, achievements.GAUNTLET_BEAT_ANDERSON )
}
GauntletGhost playerGhost = Gauntlet_GetPlayerGhost( gauntlet )
int playerLeaderboardPos = Gauntlet_GetLeaderboardPosition_ForGhostID( gauntlet, playerGhost.id )
if ( playerLeaderboardPos <= 2 )
{
// Achievement - Get a top-3 spot on the Gauntlet scoreboard
UnlockAchievement( player, achievements.GAUNTLET_TOPTHREE )
}
}
void function Training_LeaveGauntletThink( entity player, entity ogSpot )
{
string gauntletExitConversation = "Gauntlet_Exit"
if ( file.gauntletMode )
gauntletExitConversation = "Gauntlet_Exit_TechTest"
GauntletInfo trainingGauntlet = GetTrainingGauntlet()
// NOTE conversation callbacks need this defined
file.animref_leaveGauntlet = ogSpot
AddConversationCallback( gauntletExitConversation, ConvoCallback_TrainingExit )
AddConversationCallback( "Titanfall_Intro", ConvoCallback_TitanfallIntro)
int numTimesInitiated = 0
while ( !Flag( "PlayerConfirmedGauntletExit" ) )
{
FlagWait( "Gauntlet_PlayerInExitZone" )
FlagWaitClear( "Gauntlet_PlayingFeedbackVO" )
if ( !Flag( "Gauntlet_PlayerInExitZone" ) )
continue
if ( !Training_IsGameFullyInstalled() )
{
waitthread Gauntlet_GameNotFullyInstalled_Response( player, ogSpot )
wait 0.1 // HACK make sure we always wait before continuing
continue
}
numTimesInitiated++
// All done with the gauntlet?
waitthread Training_OG_ScriptedAnim( ogSpot, "OG_all_done", true )
Training_OG_Idles( ogSpot, "OG_all_done_idle", true )
// if player rushed to the gauntlet during the anim, don't wait for conversation
if ( trainingGauntlet.isActive )
continue
// hint if player can't figure out how to conversate
bool displayedOnscreenHint = false
if ( numTimesInitiated > 1 && !Flag( "PlayerUsedConversationInterface" ) )
{
thread OnscreenHint_DisplayAfterDelay( player, "conversation_hint", 5.0, 1.5 )
displayedOnscreenHint = true
}
// interactive dialogue: Gauntlet Exit
FlagClear( "GauntletExitConvo_FinishedResponse" )
thread PlayerConversation( gauntletExitConversation, player, file.ogPilot )
table result = WaitSignal( player, "ConversationEnded", "PlayerMadeSelection", "Gauntlet_RunStarted" )
string sig = expect string( result.signal )
// bug 202299: Also check flag for player confirmed gauntlet exit
// - player can confirm exit, but if player starts a gauntlet run just before the response line ends, convo can "cancel" causing a prog break here
if ( sig == "Gauntlet_RunStarted" )
{
// HACK- wait a bit to make sure player didn't confirm exit before the conversation ended due to gauntlet run starting
wait 0.5
if ( !Flag( "PlayerConfirmedGauntletExit" ) )
{
StopConversationNow( player )
continue
}
}
/*
#if DEV
if ( sig == "Gauntlet_RunStarted" && Flag( "PlayerConfirmedGauntletExit" ) )
printt( "BUG CONDITION DEFEATED" )
#endif
*/
if ( sig == "PlayerMadeSelection" )
FlagSet( "PlayerUsedConversationInterface" )
if ( displayedOnscreenHint )
ClearOnscreenHint( player )
// wait for callback function to finish doing its thing
FlagWait( "GauntletExitConvo_FinishedResponse" )
if ( Flag( "PlayerConfirmedGauntletExit" ) )
break
FlagWaitClear( "Gauntlet_PlayerInExitZone" )
StopConversationNow( player )
}
if ( file.gauntletMode )
{
GauntletMode_Finished( player )
}
else
{
// interactive dialogue: Titanfall Intro
FlagClear( "TitanfallIntroConvo_FinishedResponse" )
waitthread PlayerConversation( "Titanfall_Intro", player, file.ogPilot )
FlagWait( "TitanfallIntroConvo_FinishedResponse" )
}
wait 0.2
FlagSet( "PlayerLeavingGauntlet" )
}
void function Gauntlet_GameNotFullyInstalled_Response( entity player, entity ogRef )
{
EndSignal( player, "OnDestroy" )
float progress = GetGameFullyInstalledProgress()
printt( "Game is not fully installed- cannot continue past Gauntlet. Progress:", progress, "/ 1.0" )
DisplayOnscreenHint( player, "gauntlet_install_hint" )
OnThreadEnd(
function() : ( player )
{
if ( IsValid( player ) )
ClearOnscreenHint( player )
}
)
if ( TimerCheck( "installWaitComment" ) )
{
DialogueGroup installWait = GetDialogueGroup( "installWait" )
string line = DialogueGroup_GetNextLine( installWait )
waitthread Training_OG_Talks( line, ogRef, "OG_all_done_talk", "OG_all_done_idle", true )
TimerReset( "installWaitComment" )
}
while ( Flag( "Gauntlet_PlayerInExitZone" ) && !Training_IsGameFullyInstalled() )
{
wait 0.25
}
}
void function ConvoCallback_TrainingExit( int choice )
{
EndSignal( file.player, "OnDestroy" )
OnThreadEnd(
function() : ( )
{
if ( IsValid( file.player ) )
FlagSet( "GauntletExitConvo_FinishedResponse" )
}
)
printt( "TRAINING EXIT CALLBACK: player chose", choice )
Assert( choice >= 0 && choice <= 2, "Nothing set up for Training Exit convo choice " + choice )
// prompt timed out
if ( choice == 0 )
return
Signal( file.player, "PlayerMadeSelection" )
// player chooses to stay
if ( choice == 2 )
{
waitthread Training_OG_ScriptedAnim( file.animref_leaveGauntlet, "OG_all_done_respond", true )
Training_OG_Idles( file.animref_leaveGauntlet, "OG_all_done_idle", true )
return
}
// player chooses to leave
FlagSet( "PlayerConfirmedGauntletExit" )
printt( "PLAYER CONFIRMED GAUNTLET EXIT" )
// Good. You're gonna like this.
// It's time you learned the other half of being a Pilot: the Titan. Let's go call one in.
string anim = "OG_gonna_like_this"
if ( file.gauntletMode )
{
// Good. You're gonna like this.
// Let's get back to the real world.
anim = "OG_gonna_like_this_tech_test_end"
}
waitthread Training_OG_ScriptedAnim( file.animref_leaveGauntlet, anim, true )
Training_OG_Idles( file.animref_leaveGauntlet, "OG_gonna_like_this_endidle", true )
}
void function ConvoCallback_TitanfallIntro( int choice )
{
EndSignal( file.player, "OnDestroy" )
OnThreadEnd(
function() : ( )
{
if ( IsValid( file.player ) )
FlagSet( "TitanfallIntroConvo_FinishedResponse" )
}
)
printt( "TITANFALL INTRO CALLBACK: player chose", choice )
Assert( choice >= 0 && choice <= 2, "Nothing set up for Titanfall Intro convo choice " + choice )
// It's only a simulation, Cooper. It's not the real thing.
// But first- We're gonna need a little more space
string responseAnim = "OG_gonna_like_this_respond_A"
if ( choice == 2 )
{
// That's the spirit.
// But first- We're gonna need a little more space
responseAnim = "OG_gonna_like_this_respond_B"
}
thread Training_OG_ScriptedAnim( file.animref_leaveGauntlet, responseAnim, true )
float duration = GetOGPilot().GetSequenceDuration( responseAnim )
wait duration - 1.0
//Training_OG_Idles( file.animref_leaveGauntlet, "OG_gonna_like_this_endidle", true )
}
// runType: 0 = before beating required time; 1 = in challenge mode
void function TrainingGauntletStats_PostRunUpdate( entity player, GauntletInfo gauntlet, int runType )
{
Assert( !gauntlet.isActive, "Can't update gauntlet stats reliably while gauntlet is active." )
// restarted gauntlet from menu
if ( !gauntlet.runFinished )
{
file.trainingGauntletStats.numRestarts++
printt( "training gauntlet stats updated: numRestarts", file.trainingGauntletStats.numRestarts )
SendTrainingGauntletStats( player )
return
}
if ( gauntlet.lastRunBestTime )
{
file.trainingGauntletStats.bestTime = gauntlet.bestTime
printt( "training gauntlet stats updated: bestTime", file.trainingGauntletStats.bestTime )
}
if ( runType == 0 )
{
file.trainingGauntletStats.numRunsBeforeBeatRequiredTime++
printt( "training gauntlet stats updated: numRunsBeforeBeatRequiredTime", file.trainingGauntletStats.numRunsBeforeBeatRequiredTime )
if ( gauntlet.bestTime > TRAINING_GAUNTLET_MAX_TIME_TO_PROGRESS )
{
// failed to get required time
SendTrainingGauntletStats( player )
return
}
else
{
file.trainingGauntletStats.didBeatRequiredTime = true
printt( "training gauntlet stats updated: didBeatRequiredTime", file.trainingGauntletStats.didBeatRequiredTime )
}
}
else if ( runType == 1 )
{
file.trainingGauntletStats.numChallengeRuns++
printt( "training gauntlet stats updated: numChallengeRuns", file.trainingGauntletStats.numChallengeRuns )
}
SendTrainingGauntletStats( player )
}
void function SendTrainingGauntletStats( entity player )
{
printt("======== TRAINING GAUNTLET STATS =========" )
printt( "numRestarts:", file.trainingGauntletStats.numRestarts )
printt( "numRunsBeforeBeatRequiredTime:", file.trainingGauntletStats.numRunsBeforeBeatRequiredTime )
printt( "didBeatRequiredTime:", file.trainingGauntletStats.didBeatRequiredTime )
printt( "numChallengeRuns:", file.trainingGauntletStats.numChallengeRuns )
printt( "bestTime:", file.trainingGauntletStats.bestTime )
printt("========= END TRAINING GAUNTLET STATS ==========" )
SendTrainingGauntletStatsToBackend(
player,
file.trainingGauntletStats.didBeatRequiredTime ? file.trainingGauntletStats.numRunsBeforeBeatRequiredTime : 0,
file.trainingGauntletStats.numChallengeRuns,
file.trainingGauntletStats.bestTime
)
}
bool function Training_IsGameFullyInstalled()
{
#if DEV
if ( INSTALL_DELAY_TEST )
return file.fakeInstallDone
#endif
return IsGameFullyInstalled()
}
#if DEV
void function setfakeinstalldone( bool isDone )
{
file.fakeInstallDone = isDone
}
#endif
// ===================================
// ============ TITANFALL ============
// ===================================
void function Training_Setup_Titanfall( entity player )
{
entity ogRef_titanfall = GetEntByScriptName( "og_titanfall_start_pos" )
entity og = Training_SpawnOGPilot( ogRef_titanfall )
Training_OG_Idles_Sitting( ogRef_titanfall, "OG_first_titan_idle" )
player.DisableWeapon() // player weapon is disabled before teleport to Titanfall area starts
TeleportPlayerAndBT( "startpoint_titanfall" )
}
void function Training_Skipped_Titanfall( entity player )
{
player.SetExtraWeaponMods( ["training_low_ammo_disable"] )
SetWeaponHUDEnabled( player, false )
}
void function Training_Titanfall( entity player )
{
thread Titanfall_EnableWeaponDelayed( player, 0.9 )
thread TakeAmmoFromPlayerASAP( player )
thread Titanfall_SpecialWeaponRemove( player )
entity og = GetOGPilot()
entity ogRef_titanfall = GetEntByScriptName( "og_titanfall_start_pos" )
Training_OG_Idles_Sitting( ogRef_titanfall, "OG_first_titan_idle" )
vector twinRefSpawnOrg = TitanfallGlitch_WorldChange_GetOtherWorldPos( ogRef_titanfall.GetOrigin(), true )
entity ogRef_titanfall_twin = CreateScriptMover( twinRefSpawnOrg, ogRef_titanfall.GetAngles() )
entity ogTwin = Training_SpawnOGTwin( ogRef_titanfall_twin )
Training_NPC_Idles_Sitting( ogTwin, ogRef_titanfall_twin, "OG_first_titan_idle" )
OnThreadEnd(
function() : ( player, ogTwin, ogRef_titanfall_twin )
{
if ( IsValid( player ) )
player.UnfreezeControlsOnServer()
if ( IsValid( ogTwin ) )
ogTwin.Destroy()
if ( IsValid( ogRef_titanfall_twin ) )
ogRef_titanfall_twin.Destroy()
}
)
//testglitch()
//wait 1000000
thread Titanfall_BT_Think( player, 6.5 )
wait 2.0
// "That's my partner, BT. He's a Vanguard-class."
// "Homegrown Militia technology."
// "The first Titan chassis we designed ourselves. One we didn't have to steal from the IMC."
waitthread Training_OG_ScriptedAnim( ogRef_titanfall, "OG_Partner_BT", true )
Training_OG_Idles_Sitting( ogRef_titanfall, "OG_first_titan_idle", true )
wait 1.1 // take a breath between lines
thread Training_EnableTitanfallAndNag( player, ogRef_titanfall, 25.0 )
// "Go ahead Rifleman, call in your first Titan."
Titanfall_ResetHintVOTimer() // in case player calls in Titan during this line
waitthread Training_OG_ScriptedAnim( ogRef_titanfall, "OG_First_Titan", true )
Training_OG_Idles_Sitting( ogRef_titanfall, "OG_first_titan_idle", true )
FlagWait( "PlayerStartedTitanfall" )
// Don't start OG's next line until the nag is done, to avoid overlap
wait Titanfall_GetHintVORemainingDuration()
// "Look up, to the sky- there he is."
waitthread Training_OG_ScriptedAnim( ogRef_titanfall, "OG_Look_Up", true )
Training_OG_Idles_Sitting( ogRef_titanfall, "OG_first_titan_idle", true )
thread Titanfall_QuickdeathCustomResetPlayerPos( player, file.playerTitanCallInPos, "PodOutroStarted" )
// wait for titan to appear
while ( !GetPlayerTitanInMap( player ) )
wait 0.1
entity titan = GetPlayerTitanInMap( player )
// "glitch" interrupts titan drop
FlagWait( "TitanfallGlitchStart" )
PlayMusic( "music_training_01_glitch" )
// Glitch ends when this function ends
float totalGlitchTime = 2.9
float glitchEndTime = Time() + totalGlitchTime
wait 1.0
player.FreezeControlsOnServer()
thread Training_OG_ScriptedAnim( ogRef_titanfall, "OG_Pulling_You_Out", true )
wait glitchEndTime - Time()
if ( IsValid( titan ) )
titan.Destroy()
if ( IsValid( file.titanTwin ) )
file.titanTwin.Destroy()
}
void function Titanfall_EnableWeaponDelayed( entity player, float delay )
{
EndSignal( player, "OnDestroy" )
if ( delay > 0 )
wait delay
player.EnableWeapon()
player.SetExtraWeaponMods( ["training_low_ammo_disable"] )
SetWeaponHUDEnabled( player, false )
}
void function Titanfall_SpecialWeaponRemove( entity player )
{
array<entity> weapons = player.GetMainWeapons()
int numWeaponsStart = weapons.len()
foreach ( equippedWeapon in weapons )
{
string equippedWeaponClassName = equippedWeapon.GetWeaponClassName()
if ( equippedWeaponClassName == "mp_weapon_lstar" ) // LSTAR display blinks annoyingly if ammo is gone
{
// give player a weapon if we are going to take their only weapon
if ( numWeaponsStart <= 1 )
player.GiveWeapon( "mp_weapon_semipistol" )
player.TakeWeapon( equippedWeaponClassName )
break
}
}
}
void function Titanfall_BT_Think( entity player, float getUpDelay = 0.0 )
{
EndSignal( player, "OnDestroy" )
entity spawnRef = GetEntByScriptName( "titanfall_bt_spawn_ref" )
vector spawnOrg = spawnRef.GetOrigin()
vector spawnAng = spawnRef.GetAngles()
// create BT
TitanLoadoutDef loadout = GetTitanLoadoutForPlayer( player )
entity bt = CreateNPCTitan( loadout.setFile, player.GetTeam(), spawnOrg, spawnAng, loadout.setFileMods )
bt.ai.titanSpawnLoadout = loadout
bt.kv.spawnflags = SF_NPC_ALLOW_SPAWN_SOLID
DispatchSpawn( bt )
entity animref = CreateScriptMover( spawnOrg, spawnAng )
OnThreadEnd(
function() : ( bt, animref )
{
if ( IsValid( bt ) )
bt.Destroy()
if ( IsValid( animref ) )
animref.Destroy()
}
)
bt.EnableNPCFlag( NPC_IGNORE_FRIENDLY_SOUND )
bt.SetEfficientMode( true )
bt.SetTouchTriggers( false )
bt.SetNoTarget( true )
bt.UnsetUsable()
bt.SetInvulnerable()
bt.EnableRenderAlways()
bt.SetTitle( "#NPC_BT_NAME" )
ShowName( bt )
DisableTitanfallForLifetimeOfEntityNearOrigin( bt, bt.GetOrigin(), TITANHOTDROP_DISABLE_ENEMY_TITANFALL_RADIUS )
// HACK this anim pops if it's played off of the animref,
// but looks good if played off BT before using the animref for the rest
thread PlayAnim( bt, "bt_training_scripted_kneel_idle", bt )
if ( getUpDelay > 0 )
wait getUpDelay
waitthread PlayAnim( bt, "bt_training_scripted_kneel2stand", animref )
thread PlayAnim( bt, "bt_training_scripted_stand_idle", animref )
FlagWait( "PodOutroStarted" )
}
void function Titanfall_QuickdeathCustomResetPlayerPos( entity player, vector titanCallInPos, string endFlag )
{
FlagEnd( endFlag )
entity resetEnt = GetEntByScriptName( "ref_titanfall_quickdeath_reset" )
vector resetPos = resetEnt.GetOrigin()
while ( 1 )
{
WaitSignal( player, "QuickDeath" )
vector angToCallInPos = VectorToAngles( titanCallInPos - resetPos )
float viewTiltUpAngX = -10.0 // goose the view up a little
vector viewAng = <viewTiltUpAngX, angToCallInPos.y, 0>
player.p.quickDeathOrigin = resetPos
player.p.quickDeathAngles = viewAng
}
}
void function Training_EnableTitanfallAndNag( entity player, entity ogRef, float nagDelay )
{
EndSignal( player, "OnDestroy" )
SetGlobalNetBool( "trainingTitanfallEnabled", true )
AddClientCommandCallback( "ClientCommand_TrainingRequestedTitanfall", Training_RequestTitanfall )
float onscreenHintDisplayTime = nagDelay * 0.5
thread OnscreenHint_DisplayAfterDelay( player, "titanfall_hint", onscreenHintDisplayTime, 3.5 ) // extra delay on first screen prompt so pros can call it in
Objective_SetSilent( "#TRAINING_OBJ_CALL_TITAN" )
// "Titan's ready. Call it in."
// "Titan's ready to drop. On your mark."
array<string> titanfallNags = [ "og_titanfall_nag_1", "og_titanfall_nag_2" ]
DialogueGroup callInTitan = GetDialogueGroup( "callInTitan" )
while ( !Flag( "PlayerStartedTitanfall" ) )
{
FlagWaitWithTimeout( "PlayerStartedTitanfall", nagDelay )
if ( Flag( "PlayerStartedTitanfall" ) )
break
thread OnscreenHint_DisplayAfterDelay( player, "titanfall_hint", onscreenHintDisplayTime, 2.5 )
string line = DialogueGroup_GetNextLine( callInTitan )
Titanfall_ResetHintVOTimer()
waitthread Training_OG_Talks_Sitting( line, ogRef, "OG_first_titan_talk", "OG_first_titan_idle" )
}
Objective_SetSilent( "#TRAINING_OBJ_DEFAULT" )
ClearOnscreenHint( player )
}
// CUSTOM HOTDROP
bool function Training_RequestTitanfall( entity player, array<string> args )
{
Training_ReplacementTitan( player ) //Separate function because other functions will call ReplacementTitan
return true
}
bool function Training_ReplacementTitan( entity player )
{
Assert( IsAlive( player ) )
Assert ( !GetPlayerTitanInMap( player ) )
Point spawnPoint = GetTitanReplacementPoint( player, false )
vector origin = spawnPoint.origin
vector angles = spawnPoint.angles
file.playerTitanCallInPos = origin
FlagSet( "PlayerStartedTitanfall" )
SetGlobalNetBool( "trainingTitanfallEnabled", false )
thread Training_CreateTitanForPlayerAndHotdrop( player, origin, angles )
return true
}
#if DEV
void function testglitch()
{
thread Training_CreateTitanForPlayerAndHotdrop( GetPlayerArray()[0], <2048, -2852, -349>, <0,0,0> )
}
#endif
void function Training_CreateTitanForPlayerAndHotdrop( entity player, vector spawnOrg, vector spawnAng )
{
Assert( IsValid( player ) )
OnThreadEnd(
function() : ( player )
{
if ( !IsValid( player ) )
return
player.ClearHotDropImpactTime()
}
)
player.EndSignal( "OnDestroy" )
vector origin = spawnOrg
vector angles
if ( spawnAng != < 0.0, 0.0, 0.0 > )
angles = spawnAng
else
angles = VectorToAngles( FlattenVector( player.GetViewVector() ) * -1 ) // face the player
printt( "Dropping replacement titan at " + origin + " with angles " + angles )
player.Signal( "CalledInReplacementTitan" )
int playerTeam = player.GetTeam()
// spawn the Titan that will drop
TitanLoadoutDef loadout = GetTitanLoadoutForPlayer( player )
entity titan = CreateAutoTitanForPlayer_FromTitanLoadout( player, loadout, origin, angles )
DispatchSpawn( titan )
titan.EndSignal( "OnDeath" )
titan.SetSkin( 2 ) // "Sarah Briggs" Vanguard skin
titan.SetTitle( "#NPC_BT_SPARE_NAME" )
HideName( titan )
TakeAllWeapons( titan )
titan.SetEfficientMode( true )
titan.SetTouchTriggers( false )
titan.SetNoTarget( true )
titan.UnsetUsable() // Disable titan embark
titan.Hide()
OnThreadEnd(
function() : ( titan )
{
if ( !IsValid( titan ) )
return
// removed so that model highlight always works for you autotitan
// titan.DisableRenderAlways()
}
)
// based on "at_hotdrop_drop_2knee_turbo"
string animation = "bt_hotdrop_glitch_descent"
string postButtonPressSFX = "training_scr_titan_glitch_button_press"
string hotdropToGlitchSFX = "training_anim_glitch_scene"
EmitSoundOnEntity( player, postButtonPressSFX )
float hotDropAnimDuration = titan.GetSequenceDuration( animation )
float extraSpawnDelay = 1.5 // bit of extra padding time for "Look up, to the sky" VO to sink in
extraSpawnDelay += Titanfall_GetHintVORemainingDuration()
// Glitched hotdrop anim created by trimming the end from normal hotdrop anim (glitch starts just before the Titan hits the ground)
// - add this little bit back so the timer looks "correct" (longer than actual anim duration)
float arrivalTimerDuration = 0.7
arrivalTimerDuration += (hotDropAnimDuration + extraSpawnDelay) // now add the rest of the normal delays before arrival
thread Training_DrawReplacementTitanLocation( player, origin, arrivalTimerDuration )
wait extraSpawnDelay
titan.Show()
ShowName( titan )
Attachment result = titan.Anim_GetAttachmentAtTime( animation, "OFFSET", (hotDropAnimDuration - 0.1) )
vector maxs = titan.GetBoundingMaxs()
vector mins = titan.GetBoundingMins()
int mask = titan.GetPhysicsSolidMask()
origin = ModifyOriginForDrop( origin, mins, maxs, result.position, mask )
titan.SetInvulnerable() //Make Titan invulnerable until bubble shield is up. Cleared in OnTitanHotdropImpact
titan.EnableRenderAlways()
int teamNum = TEAM_UNASSIGNED
if ( IsValid( player ) )
teamNum = player.GetTeam()
vector fwdToPlayer = player.GetOrigin() - origin
vector facingAngles = VectorToAngles( fwdToPlayer )
vector facingAngles2D = <facingAngles.x, facingAngles.y, 0>
angles = facingAngles2D
//FadeOutSoundOnEntity( player, postButtonPressSFX, 1.0 )
EmitSoundOnEntity( player, hotdropToGlitchSFX )
thread PlayAnimTeleport( titan, animation, origin, angles )
wait hotDropAnimDuration - 0.1
titan.SetTouchTriggers( true )
thread TitanfallGlitch( player, titan, origin, angles )
}
void function Titanfall_ResetHintVOTimer()
{
file.titanfallNagStartTime = Time()
}
float function Titanfall_GetHintVORemainingDuration()
{
if ( file.titanfallNagStartTime == -1 )
return 0
float duration = TITANFALL_NAG_DURATION - (Time() - file.titanfallNagStartTime)
if ( duration < 0 )
duration = 0
return duration
}
bool function Titanfall_IsHintVOStillPlaying()
{
return Titanfall_GetHintVORemainingDuration() >= 0
}
void function TitanfallGlitch( entity player, entity titan, vector origin, vector angles )
{
if ( Flag( "PodOutroStarted" ) )
return
FlagEnd( "PodOutroStarted" )
player.EndSignal( "OnDestroy" )
titan.EndSignal( "OnDestroy" )
titan.Signal( "glitch_start" )
FlagSet( "TitanfallGlitchStart" )
if ( IsValid( file.titanTwin ) )
file.titanTwin.Destroy()
entity titanTwin = CreatePropScript( BUDDY_MODEL, titan.GetOrigin(), titan.GetAngles() )
file.titanTwin = titanTwin
vector twinOrigin = TitanfallGlitch_WorldChange_GetOtherWorldPos( origin, true )
array<entity> sceneTitans = [ titan, titanTwin ]
// idle on last frame of descent anim
titanTwin.Anim_Stop()
titan.Anim_Stop()
string endIdleAnim = GetDefaultTitanfallGlitchAnim()
thread PlayAnimTeleport( titanTwin, endIdleAnim, twinOrigin, angles )
thread PlayAnimTeleport( titan, endIdleAnim, origin, angles )
// DEPRECATED no more glitchy anims
// do this on the hotdropping titan to blend out of the hotdrop better (but makes the proxy on the client out of sync)
// - in the future, need to play all the hotdrop anims on the proxy as well, to let it blend the same
//thread PlayAnim( titan, endIdleAnim, origin, angles, 0.1 )
// START GLITCH SEQUENCE
// setup for client extra flicker
titan.Hide()
titanTwin.Hide()
int eHandle_titan = titan.GetEncodedEHandle()
int eHandle_twin = titanTwin.GetEncodedEHandle()
Remote_CallFunction_Replay( player, "ScriptCallback_TitanfallGlitch_ExtraFlicker", eHandle_titan )
Remote_CallFunction_Replay( player, "ScriptCallback_TitanfallGlitch_ExtraFlicker", eHandle_twin, true )
SetGlobalNetBool( "titanGlitch_extraFlicker", true ) // makes him flicker until the world starts changing
// DEPRECATED Not doing the huge anim moves might work better for the glitch moment, trying it out
//thread TitanfallGlitch_CycleTitanGlitchAnims_OnWorldChange( player, titan, titanTwin, origin, twinOrigin, angles )
float screenFXTime = 4.5
float screenFXStartDelay = 0.1
thread StartGlitchScreenFX_Delayed( player, screenFXTime, screenFXStartDelay )
// FIRST IMPACT
float firstShakeDuration = 3.0
float shakeAmplitude = 14.0
float screenBlurFrac = 0.25
SimpleScreenShake( player, firstShakeDuration, shakeAmplitude, screenBlurFrac )
// juice it with extra rumble
// note- this is not juicing it as much as I would expect... even cranking the amplitude doesn't really work that well
float rumbleAmplitude = 50.0
float rumbleFrequency = 170
float rumbleDuration = 4.5
CreateShakeRumbleOnly( player.GetOrigin(), rumbleAmplitude, rumbleFrequency, rumbleDuration )
// let the titan idle for a moment
float postDescentIdleTime = 1.0
wait postDescentIdleTime
float firstShakeDuration_remaining = firstShakeDuration - postDescentIdleTime
// DEPRECATED trying without world changes
//thread TitanfallGlitch_PlayerWorldChange( player, firstShakeDuration_remaining * 0.9, 0.0 )
wait firstShakeDuration_remaining
/* DEPRECATED don't need smaller shakes now that the scene only lasts a short time
printt( "FIRST IMPACT DONE")
// LOOPING SMALLER IMPACTS
float shakeDuration_min = 2.5
float shakeDuration_max = 3.0
shakeAmplitude = 5.5
screenBlurFrac = 0.6
while ( 1 )
{
float shakeDuration = RandomFloatRange( shakeDuration_min, shakeDuration_max )
SimpleScreenShake( player, shakeDuration, shakeAmplitude, screenBlurFrac )
thread TitanfallGlitch_PlayerWorldChange( player, shakeDuration * 0.85, shakeDuration * 0.1 )
wait shakeDuration
}
*/
}
void function StartGlitchScreenFX_Delayed( entity player, float screenFXTime, float delay )
{
if ( Flag( "PodOutroStarted" ) )
return
FlagEnd( "PodOutroStarted" )
EndSignal( player, "OnDestroy" )
if ( delay > 0 )
wait delay
Remote_CallFunction_Replay( player, "ScriptCallback_PodGlitch_PlayerScreenFX", screenFXTime )
}
const float GLITCH_WORLD_CHANGE_WAIT_MIN = 0.1
const float GLITCH_WORLD_CHANGE_WAIT_MAX = 0.35
const float GLITCH_WORLD_CHANGE_MINWAIT_FOR_EXTRA_FLICKER = 0.25
void function TitanfallGlitch_CycleTitanGlitchAnims_OnWorldChange( entity player, entity mainTitan, entity titanTwin, vector origin, vector twinOrigin, vector angles, float delay = 0.0 )
{
player.EndSignal( "OnDestroy" )
mainTitan.EndSignal( "OnDestroy" )
titanTwin.EndSignal( "OnDestroy" )
array<entity> sceneTitans = [ mainTitan, titanTwin ]
OnThreadEnd(
function() : ( player, sceneTitans )
{
if ( IsValid( player ) )
{
FlagClear( "PlayerWorldChangeThread" )
SetGlobalNetBool( "titanGlitch_extraFlicker", false )
}
foreach ( titan in sceneTitans )
if ( IsValid( titan ) )
titan.Show()
}
)
if ( delay > 0 )
wait delay
array<string> titanAnims = GetTitanfallGlitchAnims()
array<string> twinAnims = GetTitanfallGlitchTwinAnims()
Assert( titanAnims.len() == twinAnims.len() )
int animIdx = GetGlobalNetInt( "titanfallGlitchAnimIdx" )
while ( 1 )
{
table result = WaitSignal( player, "Glitch_WorldChanging_Zen", "Glitch_WorldChanging_NonZen" )
string signal = expect string( result.signal )
float worldChangeDuration = expect float( result.postChangeWait )
//printt( "titan anim:", titanAnims[animIdx] )
mainTitan.Anim_Stop()
titanTwin.Anim_Stop()
thread PlayAnimTeleport( mainTitan, titanAnims[animIdx], origin, angles )
thread PlayAnimTeleport( titanTwin, twinAnims[animIdx], twinOrigin, angles )
animIdx++
if ( animIdx >= titanAnims.len() )
animIdx = 0
SetGlobalNetInt( "titanfallGlitchAnimIdx", animIdx )
// update flicker settings & show/hide server versions of the titans
if ( signal == "Glitch_WorldChanging_Zen" )
{
// only do extra flicker if a longer world change pause is happening
if ( worldChangeDuration >= GLITCH_WORLD_CHANGE_MINWAIT_FOR_EXTRA_FLICKER )
{
SetGlobalNetBool( "titanGlitch_extraFlicker", true )
foreach ( titan in sceneTitans )
titan.Hide()
}
}
else if ( signal == "Glitch_WorldChanging_NonZen" )
{
SetGlobalNetBool( "titanGlitch_extraFlicker", false )
foreach ( titan in sceneTitans )
titan.Show()
}
else
{
Assert( false, "Couldn't find signal: " + signal )
}
}
}
void function TitanfallGlitch_PlayerWorldChange( entity player, float duration, float delay = 0.0 )
{
if ( Flag( "PodOutroStarted" ) )
return
FlagEnd( "PodOutroStarted" )
EndSignal( player, "OnDestroy" )
if ( delay > 0 )
wait delay
FlagWaitClear( "PlayerWorldChangeThread" )
FlagSet( "PlayerWorldChangeThread" )
OnThreadEnd(
function() : ( player )
{
if ( IsValid( player ) )
FlagClear( "PlayerWorldChangeThread" )
}
)
bool isInZenWorld = true
float endTime = Time() + duration
float minWait = GLITCH_WORLD_CHANGE_WAIT_MIN
float maxWait = GLITCH_WORLD_CHANGE_WAIT_MAX
while ( 1 )
{
// at end time, make sure player pos resets back to zen world before breaking
if ( Time() >= endTime && isInZenWorld )
break
vector newpos = TitanfallGlitch_WorldChange_GetOtherWorldPos( player.GetOrigin(), isInZenWorld )
float postChangeWait
string changeSignal
entity newSkyCam
if ( isInZenWorld )
{
// Switch to non zen world
changeSignal = "Glitch_WorldChanging_NonZen"
postChangeWait = minWait // always wait min time in non zen world
newSkyCam = file.skycam_glitch
isInZenWorld = false
}
else
{
// Switch back to zen world
postChangeWait = RandomFloatRange( minWait, maxWait )
changeSignal = "Glitch_WorldChanging_Zen"
newSkyCam = file.skycam_default
isInZenWorld = true
}
table<string,float> extraInfo = {}
extraInfo["postChangeWait"] <- postChangeWait
Signal( player, changeSignal, extraInfo )
player.SetSkyCamera( newSkyCam )
player.SetOrigin( newpos )
wait postChangeWait
}
}
vector function TitanfallGlitch_WorldChange_GetOtherWorldPos( vector currentPos, bool startInZenWorld )
{
entity zenEnt = GetEntByScriptName( "titan_glitch_swap_ref1" )
entity nonZenEnt = GetEntByScriptName( "titan_glitch_swap_ref2" )
Assert( zenEnt && nonZenEnt )
vector zenPos = zenEnt.GetOrigin()
vector nonZenPos = nonZenEnt.GetOrigin()
float offsetX
float offsetY
float offsetZ
float newPosX
float newPosY
float newPosZ
if ( startInZenWorld )
{
offsetX = currentPos.x - zenPos.x
offsetY = currentPos.y - zenPos.y
offsetZ = currentPos.z - zenPos.z
newPosX = nonZenPos.x + offsetX
newPosY = nonZenPos.y + offsetY
newPosZ = nonZenPos.z + offsetZ
}
else
{
offsetX = currentPos.x - nonZenPos.x
offsetY = currentPos.y - nonZenPos.y
offsetZ = currentPos.z - nonZenPos.z
newPosX = zenPos.x + offsetX
newPosY = zenPos.y + offsetY
newPosZ = zenPos.z + offsetZ
}
vector newPos = < newPosX, newPosY, newPosZ >
return newPos
}
void function Training_DrawReplacementTitanLocation( entity player, vector origin, float delay )
{
float endTime = Time() + delay
player.SetHotDropImpactDelay( endTime )
Remote_CallFunction_Replay( player, "ServerCallback_ReplacementTitanSpawnpoint", origin.x, origin.y, origin.z, endTime )
player.WaitSignal( "OnDeath" )
}
// ===================================
// ============ POD OUTRO ============
// ===================================
void function Training_Setup_PodOutro( entity player )
{
}
void function Training_Skipped_PodOutro( entity player )
{
Training_EnvArtColorCorrection_SetEnabled( false )
SetDoF_Hangar( player )
Objective_Clear()
FlagSet( "PodOutroStarted" )
FlagSet( "SimPodShutdown_LoudspeakerVO_Done" )
}
#if DEV
// bare bones start in pod
void function DEV_PodOutro( entity player )
{
player.EndSignal( "OnDestroy" )
TakeAllWeapons( player )
player.SetExtraWeaponMods( [ "low_ammo_disable" ] )
SetWeaponHUDEnabled( player, false )
Training_EnvArtColorCorrection_SetEnabled( false )
SetDoF_Hangar( player )
thread MeetOG_BackgroundSkits( player )
entity pod = file.trainingPod
TrainingPod_PlayerSequence_DoorsOpenIdle( player, false )
// anim starts at a slightly different spot
player.SetOrigin( < 10564, -10235, -6056.9 > )
player.SetAngles( < -6, 90, 0 > )
WaitForever()
}
#endif //DEV
void function Training_PodOutro( entity player )
{
player.EndSignal( "OnDestroy" )
Objective_Clear()
CheckPoint_Silent()
entity pod = file.trainingPod
FlagSet( "PodOutroStarted" )
OnThreadEnd(
function() : ( player, pod )
{
if ( IsValid( player ) )
{
//StopSoundOnEntity( player, "NPE_Scr_SimPod_End" )
// Not sure if we need any of this
//player.Anim_Stop()
//ClearAnimViewEntity( player )
//player.ClearParent()
//player.UnforceStand()
}
if ( IsValid ( pod ) )
{
// Not sure if we need any of this
//pod.Anim_Stop()
//thread TrainingPod_ResetLaserEmitterRotation( pod )
//thread TrainingPod_KillLasers( pod )
//thread TrainingPod_KillGlowFX( pod )
//TrainingPod_KillInteriorDLights()
}
}
)
// Have to do this first so the anim starts centered on the ref attachment angles
string podAttach = "REF"
int attachID = pod.LookupAttachment( podAttach )
vector podRefOrg = pod.GetAttachmentOrigin( attachID )
vector podRefAng = pod.GetAttachmentAngles( attachID )
player.SetOrigin( podRefOrg )
player.SetAngles( podRefAng )
player.ForceStand()
TakeAllWeapons( player )
// start closed idle
FirstPersonSequenceStruct playerSequence
playerSequence.blendTime = 0.0
playerSequence.attachment = podAttach
playerSequence.firstPersonAnimIdle = "ptpov_trainingpod_idle"
playerSequence.thirdPersonAnimIdle = "pt_trainingpod_idle"
playerSequence.viewConeFunction = TrainingPod_ViewConeLock_Strict // so player can't move camera under the pod shutdown screen
playerSequence.renderWithViewModels = true
FirstPersonSequenceStruct podSequence
podSequence.blendTime = 0.0
podSequence.thirdPersonAnimIdle = "trainingpod_doors_close_idle"
podSequence.renderWithViewModels = true
thread FirstPersonSequence( playerSequence, player, pod )
thread FirstPersonSequence( podSequence, pod )
thread CadillacMoment_MeetOG( player )
//thread PodOutro_ScreenShake( player )
Training_EnvArtColorCorrection_SetEnabled( false )
SetDoF_Hangar( player )
// show the "pod shutdown screen"
float shutdownScreenWait = 7.0
float screenFadeWait = 7.0
ScreenFade( player, 0, 0, 0, 255, 0, screenFadeWait, FFADE_OUT | FFADE_STAYOUT )
Remote_CallFunction_Replay( player, "ScriptCallback_SimPodShutdownScreen", shutdownScreenWait )
thread SimPodShutdown_Dialogue( player )
// HACK, need to wait a bit so player moves into pod before initing shutdown sequence
// - otherwise, interior emitter angle setup math vs player eye position will crash the game
float waitForPlayerToBeMoved = 1.0
wait waitForPlayerToBeMoved
float shutdownSequence_waitBeforeAnimStart = 10.0
thread TrainingPod_Interior_ShutdownSequence( player, shutdownSequence_waitBeforeAnimStart )
wait screenFadeWait - waitForPlayerToBeMoved
// HACK reparent the emitters so they look correct, I didn't expect to have to do this
TrainingPod_SnapLaserEmittersToAttachPoints()
// Transition screen FX
thread PlayFXOnEntity( FX_POD_SCREEN_OUT, player )
float fadeInFromShutdownScreenTime = 0.2
ScreenFade( player, 0, 0, 0, 255, fadeInFromShutdownScreenTime, 1, FFADE_IN | FFADE_PURGE )
wait fadeInFromShutdownScreenTime
TrainingPod_ViewConeLock_PodClosed( player )
// start shutdown sequence
// HACK- eventually one sound will cover the whole sequence
thread HACK_DelayedShutdownSequenceSFX( player, 3.0 )
player.Signal( "TrainingPod_BeginInteriorShutdown" )
wait shutdownSequence_waitBeforeAnimStart
FirstPersonSequenceStruct playerSequence_podOpens
playerSequence_podOpens.blendTime = 0.25
playerSequence_podOpens.attachment = podAttach
playerSequence_podOpens.firstPersonAnim = "ptpov_trainingpod_doors_open"
playerSequence_podOpens.firstPersonAnimIdle = "ptpov_trainingpod_idle"
playerSequence_podOpens.thirdPersonAnim = "pt_trainingpod_doors_open"
playerSequence_podOpens.thirdPersonAnimIdle = "pt_trainingpod_idle"
playerSequence_podOpens.viewConeFunction = TrainingPod_ViewConeLock_SemiStrict
playerSequence_podOpens.renderWithViewModels = true
FirstPersonSequenceStruct podSequence_podOpens
podSequence_podOpens.blendTime = 0.25
podSequence_podOpens.thirdPersonAnim = "trainingpod_doors_open"
podSequence_podOpens.thirdPersonAnimIdle = "trainingpod_doors_open_idle"
podSequence_podOpens.renderWithViewModels = true
thread TrainingPod_TurnOnInteriorDLights_Delayed( player, 1.5 )
thread FirstPersonSequence( podSequence_podOpens, pod )
thread FirstPersonSequence( playerSequence_podOpens, player, pod )
wait 2.1 // wait until scene starts animating for Meet OG
}
void function HACK_DelayedShutdownSequenceSFX( entity player, float delayTime )
{
EndSignal( player, "OnDestroy" )
wait delayTime
EmitSoundOnEntityOnlyToPlayerWithSeek( player, player, "NPE_Scr_SimPod_End", 0.7 )
}
void function PodOutro_ScreenShake( entity player )
{
if ( Flag( "MeetOG_StartScene" ) )
return
FlagEnd( "MeetOG_StartScene" )
player.EndSignal( "OnDestroy" )
float shakeDuration = 2.0
float shakeAmplitude = 0.2
float screenBlurFrac = 0.0
float shakeDelayMin = 1.75
float shakeDelayMax = 2.25
while ( 1 )
{
SimpleScreenShake( player, shakeDuration, shakeAmplitude, screenBlurFrac )
wait shakeDuration - (shakeDuration * 0.25) // HACK shake dies down
wait RandomFloatRange( shakeDelayMin, shakeDelayMax )
}
}
void function SimPodShutdown_LoudspeakerVO( entity player )
{
player.EndSignal( "OnDestroy" )
wait 4.0 // wait for "I'm pulling you out"
// "Powering down all non-essential systems."
waitthread PlayLoudspeakerVO( "outro_01_1" )
// "Prepare for Typhon atmospheric entry in less than three minutes."
//waitthread PlayLoudspeakerVO( "outro_01" )
wait 7.0
// "All personnel to battle stations."
waitthread PlayLoudspeakerVO( "outro_01_2" )
// "This is not a drill."
waitthread PlayLoudspeakerVO( "outro_01_3" )
FlagSet( "SimPodShutdown_LoudspeakerVO_Done" )
}
void function SimPodShutdown_Dialogue( entity player )
{
player.EndSignal( "OnDestroy" )
thread SimPodShutdown_LoudspeakerVO( player )
Assert( IsValid( file.ogPilot ), "Can't find scene entity ogPilot" )
// "Alright Rifleman, sounds like it's about to hit the fan."
waitthread PlayDialogue( "og_hit_the_fan", file.ogPilot )
// "I'm pulling you out."
waitthread PlayDialogue( "og_pulling_you_out", file.ogPilot )
wait 2.0
// "Cooper! Ready up!"
waitthread PlayDialogue( "grunt_closed_pod_yell_at_player", file.ogPilot ) // HACK play it off OG until the animation idle is legit
// "Easy Cole, he just left VR. Needs a minute to decompress. He'll be ready to go... trust me."
waitthread PlayDialogue( "og_closed_pod_respond_to_grunt", file.ogPilot )
// "Yes sir."
waitthread PlayDialogue( "grunt_yes_sir", file.ogPilot )
}
#if DEV
void function shutdownscreentest( float duration = 5.0 )
{
entity player = file.player
EndSignal( player, "OnDestroy" )
float fadeTime = 0.2
ScreenFade( player, 0, 0, 0, 255, fadeTime, duration, FFADE_OUT | FFADE_STAYOUT )
Remote_CallFunction_Replay( player, "ScriptCallback_SimPodShutdownScreen", duration )
wait duration
ScreenFade( player, 0,0,0, 255, fadeTime, fadeTime, FFADE_IN | FFADE_PURGE )
}
#endif
// =================================
// ============ MEET OG ============
// =================================
void function Training_Setup_MeetOG( entity player )
{
TakeAllWeapons( player )
thread CadillacMoment_MeetOG( player )
TrainingPod_PlayerSequence_DoorsOpenIdle( player )
wait 0.2
}
void function Training_Skipped_MeetOG( entity player )
{
// settings for checkpoints after the normal level progression
SetDoF_Default( player )
player.SetExtraWeaponMods( [] ) // turn off low_ammo_disable
SetWeaponHUDEnabled( player, true )
}
void function Training_MeetOG( entity player )
{
thread MeetOG_BackgroundSkits( player )
FlagSet( "MeetOG_StartScene" )
thread MeetOG_ControllerRumble( player )
FlagWait( "CadillacMoment_MeetOG_StartFadeOut" )
UnlockAchievement( player, achievements.COMPLETE_TRAINING )
// Free SP trial? Load Beacon next.
if( Script_IsRunningTrialVersion() )
{
thread FreeTrial_OutroPopup( player, 2.5 )
PickStartPoint( "sp_beacon", "Level Start" )
}
else
{
thread OutroDifficultyPopup( player, 2.5 )
// load next level
// NOTE this does a screen fade already
PickStartPoint( "sp_crashsite", "LevelStart" )
}
// don't ever progress from here to the dev functions beyond
WaitForever()
}
void function FreeTrial_OutroPopup( entity player, float delay )
{
EndSignal( player, "OnDestroy" )
wait delay
Remote_CallFunction_UI( player, "ScriptCallback_Training_FreeTrialMessage" )
}
void function OutroDifficultyPopup( entity player, float delay )
{
EndSignal( player, "OnDestroy" )
wait delay
Remote_CallFunction_UI( player, "ScriptCallback_Training_SelectSPDifficulty" )
}
// can't do screen shake for this part because it looks bad (not connected) when player view is 1P animating while parented to the pod
void function MeetOG_ControllerRumble( entity player )
{
player.EndSignal( "OnDestroy" )
FlagEnd( "CadillacMoment_MeetOG_StartFadeOut" )
float shakeDuration = 2.8
float shakeAmplitudeMin = 13.5
float shakeAmplitudeMax = 14.5
float frequency = 155
float shakeDelayMin = 4.0
float shakeDelayMax = 7.0
while ( 1 )
{
float amplitude = RandomFloatRange( shakeAmplitudeMin, shakeAmplitudeMax )
//vector org, float amplitude = 16, float frequency = 150, float duration = 1.5, float radius = 2048
CreateAirShakeRumbleOnly( player.GetOrigin(), amplitude, frequency, shakeDuration )
printt( "Shake Rumble:", amplitude )
wait shakeDuration * 0.75 // HACK shake dies down pretty early
wait RandomFloatRange( shakeDelayMin, shakeDelayMax )
}
}
void function CadillacMoment_MeetOG( entity player )
{
thread MeetOG_LoudspeakerVO( player )
int friendlyTeam = player.GetTeam()
entity animref = file.animref_hangar
vector animrefOrigin = animref.GetOrigin()
vector animrefAngles = animref.GetAngles()
vector btSpawnOrg = <0,0,0> // to avoid red text errors about BT spawning in solid
entity animEnt = CreateScriptMover( animrefOrigin, animrefAngles )
// Spawn scene actors
entity og = Training_SpawnOGPilot( animref )
Training_OGPilot_SetHelmetOn( og, false )
SetTeam( og, TEAM_SPECTATOR ) // turn off his glowy bits so they're accentuated when helmet turns on later
entity anderson = CreateSoldier( friendlyTeam, animrefOrigin, animrefAngles )
DispatchSpawn( anderson )
anderson.SetModel( ANDERSON_PILOT_MODEL )
anderson.SetTitle( "#TRAINING_ANDERSON_NAME" )
//ShowName( anderson )
HideName( anderson )
entity redshirt = CreateSoldier( friendlyTeam, animrefOrigin, animrefAngles )
DispatchSpawn( redshirt )
redshirt.SetModel( TEAM_MIL_GRUNT_MODEL_LMG )
redshirt.SetTitle( "#CPT_COLE" )
//ShowName( redshirt )
HideName( redshirt )
TitanLoadoutDef loadout = GetTitanLoadoutForCurrentMap()
entity bt = CreateAutoTitanForPlayer_FromTitanLoadout( player, loadout, btSpawnOrg, animrefAngles )
SetSpawnOption_AISettings( bt, "npc_titan_buddy" )
bt.kv.spawnflags = SF_NPC_ALLOW_SPAWN_SOLID
DispatchSpawn( bt )
FreeAutoTitan( bt ) // HACK this disables the worldspace BT locator icon
TakeAllWeapons( bt )
array<entity> actors = [ player, bt, og, anderson, redshirt ]
// Setup scene props
entity ogHelmet = CreatePropDynamic( OG_PILOT_HELMET_MODEL )
ogHelmet.DisableHibernation()
file.ogHelmet = ogHelmet
string knifeTag = "KNIFE"
int knifeTagID = og.LookupAttachment( knifeTag )
entity dataKnife = CreatePropScript( DATA_KNIFE_MODEL, og.GetAttachmentOrigin( knifeTagID ), og.GetAttachmentAngles( knifeTagID ) )
dataKnife.DisableHibernation()
dataKnife.SetParent( og, knifeTag, false, 0.0 )
asset btWeaponModel = GetWeaponInfoFileKeyFieldAsset_Global( "mp_titanweapon_xo16_shorty", "playermodel" )
Assert( btWeaponModel != $"" )
entity btWeapon = CreatePropDynamic( btWeaponModel )
btWeapon.SetParent( bt, "PROPGUN" )
string gruntRifleName = "mp_weapon_rspn101"
string andersonWeaponName = "mp_weapon_car"
asset gruntRifleModel = GetWeaponInfoFileKeyFieldAsset_Global( gruntRifleName, "playermodel" )
asset andersonWeaponModel = GetWeaponInfoFileKeyFieldAsset_Global( andersonWeaponName, "playermodel" )
asset ogWeaponModel = GetWeaponInfoFileKeyFieldAsset_Global( OG_WEAPON, "playermodel" )
Assert( gruntRifleModel != $"" )
Assert( andersonWeaponModel != $"" )
Assert( ogWeaponModel != $"" )
entity ogWeapon = CreatePropDynamic( ogWeaponModel )
ogWeapon.DisableHibernation()
ogWeapon.SetParent( og, "PROPGUN" )
entity andersonWeapon = CreatePropDynamic( andersonWeaponModel )
andersonWeapon.DisableHibernation()
andersonWeapon.SetParent( anderson, "PROPGUN" )
entity redshirtWeapon = CreatePropDynamic( gruntRifleModel )
redshirtWeapon.DisableHibernation()
redshirtWeapon.SetParent( redshirt, "PROPGUN" )
array<entity> props = [ btWeapon, redshirtWeapon, andersonWeapon, ogWeapon, ogHelmet, dataKnife ]
OnThreadEnd(
function() : ( actors, props, animEnt )
{
foreach ( weapon in props )
{
if ( IsValid( weapon ) )
{
weapon.ClearParent()
weapon.Destroy()
}
}
foreach ( actor in actors )
{
if ( IsValid( actor ) )
actor.ClearParent()
if ( IsInvincible( actor ) )
ClearInvincible( actor )
if ( !actor.IsPlayer() )
actor.Destroy()
}
if ( IsValid( animEnt ) )
animEnt.Destroy()
}
)
foreach ( guy in actors )
{
if ( guy.IsPlayer() )
continue
MakeInvincible( guy )
guy.SetEfficientMode( true )
Highlight_ClearFriendlyHighlight( guy )
}
string anim_og = "pt_intro_scene_OG"
string anim_og_helmet = "helmet_intro_scene_OG"
string anim_bt = "BT_intro_scene_OG"
string anim_anderson = "pt_intro_scene_Anderson"
string anim_redshirt = "pt_intro_scene_grunt"
string anim_og_idle = "pt_intro_scene_OG_idle"
string anim_og_helmet_idle = "helmet_intro_scene_OG_idle"
string anim_bt_idle = "BT_intro_scene_OG_idle"
string anim_anderson_idle = "pt_intro_scene_Anderson_idle"
string anim_redshirt_idle = "pt_intro_scene_grunt_idle"
thread PlayAnimTeleport( og, anim_og_idle, animEnt )
thread PlayAnimTeleport( ogHelmet, anim_og_helmet_idle, animEnt )
thread PlayAnimTeleport( bt, anim_bt_idle, animEnt )
thread PlayAnimTeleport( anderson, anim_anderson_idle, animEnt )
thread PlayAnimTeleport( redshirt, anim_redshirt_idle, animEnt )
FlagWait( "MeetOG_StartScene" )
printt( "STARTING ANIMS: MEET OG" )
foreach ( guy in actors )
guy.Anim_Stop()
AddAnimEvent( og, "helmet_on", AnimEventCallback_MeetOG_HelmetTurnsOn )
thread PlayAnimTeleport( og, anim_og, animEnt )
thread PlayAnimTeleport( ogHelmet, anim_og_helmet, animEnt )
thread PlayAnimTeleport( bt, anim_bt, animEnt )
thread PlayAnimTeleport( anderson, anim_anderson, animEnt )
thread PlayAnimTeleport( redshirt, anim_redshirt, animEnt )
player.Anim_Stop()
// give player weapon for the toss moment
entity fpProxy = player.GetFirstPersonProxy()
int attachID = fpProxy.LookupAttachment( "PROPGUN" )
asset playerWeaponModel = GetWeaponInfoFileKeyFieldAsset_Global( "mp_weapon_vinson", "playermodel" )
entity playerWeapon = CreatePropDynamic( playerWeaponModel, fpProxy.GetAttachmentOrigin( attachID ), fpProxy.GetAttachmentAngles( attachID ) )
file.playerAnimWeapon = playerWeapon
playerWeapon.DisableHibernation()
playerWeapon.SetParent( fpProxy, "PROPGUN", false, 0.0 )
AddAnimEvent( player, "gun_catch", AnimEventCallback_MeetOG_PlayerCatchesWeapon )
FirstPersonSequenceStruct playerSequence_meetOG
float viewAnimDelay = 4.0
//playerSequence_meetOG.setInitialTime = viewAnimDelay // DEPRECATED animators will adjust so start position is good again}
playerSequence_meetOG.blendTime = 0.0
playerSequence_meetOG.teleport = false
playerSequence_meetOG.attachment = "REF"
playerSequence_meetOG.firstPersonAnim = "pov_intro_scene_player"
playerSequence_meetOG.thirdPersonAnim = "pt_intro_scene_player"
playerSequence_meetOG.viewConeFunction = TrainingPod_ViewConeLock_SemiStrict
playerSequence_meetOG.renderWithViewModels = true
// HACK delay sequence so it transitions better from previous anim
TrainingPod_ViewConeLock_SemiStrict( player ) // set this to cover any time between viewmodel anims
thread FirstPersonSequence_Delayed( viewAnimDelay, playerSequence_meetOG, player, animEnt )
//thread FirstPersonSequence( playerSequence_meetOG, player, animEnt )
// gradual DOF racking during the scene
RackDoF_NearDepth( player, 0, 22, 12.0 )
RackDoF_FarDepth( player, 350, 950, 20.0 )
// find longest anim duration
array<string> sceneAnims = [ anim_og, anim_bt, anim_anderson, anim_redshirt ]//, "pt_intro_scene_player" ]
float sceneDuration = -1
foreach ( anim in sceneAnims )
{
entity animActor = og
if ( anim.find( "BT_") != null )
animActor = bt
else if ( anim.find( "_player") != null )
animActor = player
float duration = animActor.GetSequenceDuration( anim )
if ( duration > sceneDuration )
sceneDuration = duration
}
Assert( sceneDuration > 0 )
float fadeTime = SP_LEVEL_TRANSITION_FADETIME
wait sceneDuration - fadeTime
FlagSet( "CadillacMoment_MeetOG_StartFadeOut" )
wait fadeTime
FlagSet( "CadillacMoment_MeetOG_Done" )
}
void function FirstPersonSequence_Delayed( float delay, FirstPersonSequenceStruct sequence, entity player, entity animEnt )
{
EndSignal( player, "OnDestroy" )
if ( delay > 0 )
wait delay
thread FirstPersonSequence( sequence, player, animEnt )
}
void function MeetOG_LoudspeakerVO( entity player )
{
EndSignal( player, "OnDestroy" )
FlagWait( "SimPodShutdown_LoudspeakerVO_Done" )
array<string> aliases
// "Incoming hostile ship - Designation: IMS Malta. Battle stations."
aliases.append( "outro_08" )
// "Caution - Fuel leak in Cargo Bay eighty - five. Activating airlock procedures."
aliases.append( "outro_12" )
// "Titan bays two through five, drop clearance confirmed."
aliases.append( "outro_03" )
// "All available medical personnel, report to Med Central for tasking."
aliases.append( "outro_05" )
// "We need all Riflemen to docking bay four. Dropships standing by."
aliases.append( "outro_07" )
// "Infantry teams Stork three, Elk four, Shark six, Badger one, prepare for emergency atmospheric drop sequence"
aliases.append( "outro_04" )
// "Titan mech team - Rabbit six, prep the Vanguards."
aliases.append( "outro_06" )
// "Infantry teams 2nd Militia Fusiliers, Raptor three, target the IMS Malta."
aliases.append( "outro_11" )
// "Special Recon Squad deploy from Drop Bay thirty-seven - now."
aliases.append( "outro_10" )
thread LoopLoudspeakerVO( aliases )
}
void function AnimEventCallback_MeetOG_PlayerCatchesWeapon( entity player )
{
Assert( IsValid( file.playerAnimWeapon ) )
file.playerAnimWeapon.RenderWithViewModels( true )
thread MeetOG_PlayerCatchesWeapon_RackNearDOF( player )
}
void function MeetOG_PlayerCatchesWeapon_RackNearDOF( entity player )
{
EndSignal( player, "OnDestroy" )
wait 0.7
RackDOF_NearDepth_ToDefault( player, 1.5 )
wait 2.0
RackDoF_NearDepth( player, 0, 22, 1.25 )
}
// ------ OG HELMET TURNING ON ------
void function AnimEventCallback_MeetOG_HelmetTurnsOn( entity og )
{
thread MeetOG_HelmetTurnsOn( og )
}
// script MeetOG_HelmetTurnsOn( GetOGPilot() )
void function MeetOG_HelmetTurnsOn( entity og )
{
entity og = file.ogPilot
entity ogHelmet = file.ogHelmet
EndSignal( og, "OnDestroy" )
EndSignal( ogHelmet, "OnDestroy" )
// setting his team to friendly makes the helmet light up
if ( og.GetTeam() == TEAM_MILITIA )
SetTeam( og, TEAM_SPECTATOR )
ogHelmet.Hide()
Training_OGPilot_SetHelmetOn( og, true )
wait 0.2
SetTeam( og, TEAM_MILITIA )
wait 0.1
SetTeam( og, TEAM_SPECTATOR )
wait 0.4
SetTeam( og, TEAM_MILITIA )
wait 0.1
SetTeam( og, TEAM_SPECTATOR )
wait 0.1
SetTeam( og, TEAM_MILITIA )
}
#if DEV
void function MeetOG_HelmetTurnsOff( entity og )
{
entity og = file.ogPilot
entity ogHelmet = file.ogHelmet
if ( og.GetTeam() == TEAM_SPECTATOR )
SetTeam( og, TEAM_MILITIA )
ogHelmet.Show()
Training_OGPilot_SetHelmetOn( og, false )
}
#endif
// ------ POD OUTRO BACKGROUND SKITS ------
void function MeetOG_BackgroundSkits( entity player, float delay = 0.0 )
{
string endFlag = "CadillacMoment_MeetOG_Done"
FlagEnd( endFlag )
if ( delay > 0 )
wait delay
printt( "!!!! Pod Outro Background Skits START !!!!" )
thread PodOutro_TitanRacks( endFlag )
thread PodOutro_Background_Runners( player )
thread PodOutro_Foreground_Runners( player )
thread PodOutro_Background_ATC_Marvins()
OnThreadEnd(
function() : ()
{
DeleteAllSkitGuys()
}
)
WaitForever()
}
void function PodOutro_TitanRacks( string endFlag )
{
FlagEnd( endFlag )
array<HangarTitanGroup> hangarTitanGroups
OnThreadEnd(
function() : ( hangarTitanGroups )
{
foreach ( group in hangarTitanGroups )
HangarTitanGroup_Cleanup( group )
}
)
float wait_earlyEnd = 24.0
bool cleanupAfterAnim = false
// --- BAY 1 ---
HangarTitanGroup bay1
entity rack_bay1 = GetEntByScriptName( "hangar_titan_rack_1" )
bay1.ref = rack_bay1
bay1.rack = rack_bay1
bay1.titan = GetEntByScriptName( "hangar_titan_1" )
bay1.titanAnim = "bt_rack_prep_titan2"
bay1.rackAnim = "rack_rack_prep_rack2"
bay1.marvinAnim = "mv_rack_prep_marvin2"
bay1.pilotAnim = "pt_rack_prep_pilot2"
bay1.pilotModel = PILOT_MODEL_BAY1
HangarTitanGroup_Init( bay1 )
hangarTitanGroups.append( bay1 )
thread HangarTitanGroup_Animate( bay1, endFlag, -1, cleanupAfterAnim )
// --- BAY 2 ---
//thread PodOutro_TitanBoot( endFlag, 15.0 )
HangarTitanGroup bay2
entity rack_bay2 = GetEntByScriptName( "hangar_titan_rack_2" )
bay2.ref = rack_bay2
bay2.rack = rack_bay2
bay2.titan = GetEntByScriptName( "hangar_titan_2" )
bay2.titanAnim = "bt_rack_prep_titan1"
bay2.rackAnim = "rack_rack_prep_rack1"
bay2.marvinAnim = "mv_rack_prep_marvin1"
bay2.pilotAnim = "pt_rack_prep_pilot1"
bay2.pilotModel = PILOT_MODEL_BAY2
HangarTitanGroup_Init( bay2 )
hangarTitanGroups.append( bay2 )
waitthread HangarTitanGroup_Animate( bay2, endFlag, -1, cleanupAfterAnim )
}
void function PodOutro_TitanBoot( string endFlag, float delay )
{
FlagEnd( endFlag )
entity refTitan = GetEntByScriptName( "hangar_titan_2" )
refTitan.Hide()
vector refOrg = refTitan.GetOrigin()
vector refAng = refTitan.GetAngles()
refOrg += < -20, 40, 0> // HACK
refOrg = OriginToGround( refOrg )
entity animref = CreateScriptRef( refOrg, refAng )
entity titan = CreatePropScript( BUDDY_MODEL, refOrg, refAng )
titan.DisableHibernation()
AddAnimEvent( titan, "hatch_closed", TitanBoot_HatchClosed )
entity cockpitLightFX = PlayFXOnEntity( FX_COCKPIT_LIGHT, titan, "HIJACK" )
SkitGuyInfo titanInfo = AddSkitGuy_Manually( "bootup_titan", titan )
SkitGuyInfo titanPilotInfo = SpawnSkitGuy( "bootup_pilot", "", animref.GetOrigin(), animref.GetAngles(), TEAM_MILITIA, "npc_soldier" )
entity titanPilot = titanPilotInfo.guy
titanPilot.SetParent( titan, "HIJACK", false, 0.0 )
titanPilot.MarkAsNonMovingAttachment()
SkitGuyInfo crewInfo = SpawnSkitGuy( "bootup_crew", "", animref.GetOrigin(), animref.GetAngles(), TEAM_MILITIA, "npc_soldier_bish" )
entity crew = crewInfo.guy
OnThreadEnd(
function() : ( titanPilotInfo, crewInfo, titanInfo, cockpitLightFX, animref, refTitan )
{
if ( IsValid_ThisFrame( cockpitLightFX ) )
{
EntFireByHandle( cockpitLightFX, "Stop", "", 0, null, null )
cockpitLightFX.ClearParent()
cockpitLightFX.Destroy()
}
if ( IsAlive( titanInfo.guy ) )
StopSoundOnEntity( titanInfo.guy, "Wargames_MCOR_TitanActivate" )
if ( IsValid( animref ) )
animref.Destroy()
DeleteSkitGuy( titanPilotInfo )
DeleteSkitGuy( crewInfo )
DeleteSkitGuy( titanInfo )
if ( IsValid( refTitan ) )
refTitan.Show()
}
)
EmitSoundOnEntity( titan, "Wargames_MCOR_TitanActivate" )
string pilotAnim = "pt_titan_activation_pilot"
string pilotAnim_idle = "pt_titan_activation_pilot_idle"
string titanAnim = "at_titan_activation_training_meetOG"
string titanAnim_idle = "at_titan_activation_idle"
string titanAnim_endIdle = "at_titan_activation_training_meetOG_end_idle"
string crewAnim = "pt_titan_activation_crew"
string crewAnim_idle = "pt_titan_activation_crew_idle"
if ( delay > 0 )
{
thread PlayAnim( crew, crewAnim_idle, animref, null, 0.0 )
thread PlayAnim( titan, titanAnim_idle, animref, null, 0.0 )
titanPilot.Anim_ScriptedPlay( pilotAnim_idle )
titanPilot.Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion()
wait delay
titanPilot.Anim_Stop()
crew.Anim_Stop()
titan.Anim_Stop()
}
titanPilot.Anim_ScriptedPlay( pilotAnim )
titanPilot.Anim_EnableUseAnimatedRefAttachmentInsteadOfRootMotion()
thread PlayAnim( crew, crewAnim, animref, null, DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME )
thread PlayAnim( titan, titanAnim, animref, null, DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME )
// end it early so he doesn't make stomping sounds when the pod is closed
//wait 15.0
float duration = titan.GetSequenceDuration( titanAnim )
wait duration - 0.1
printt( "Ending titan boot anim" )
thread PlayAnim( titan, titanAnim_endIdle, animref, null, DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME )
crew.Freeze()
WaitForever()
}
void function TitanBoot_HatchClosed( entity titan )
{
SkitGuyInfo info = GetSkitGuyInfo_ByName( "bootup_pilot" )
DeleteSkitGuy( info )
}
void function PodOutro_Background_Runners( entity player )
{
EndSignal( player, "OnDestroy" )
// right to left, across the whole hangar
array<Point> path1 = []
ScriptedPath_AddPoint( path1, < 11080.5, -10017.2, -6079.97 >, < 0, 177.587, 0 > )
ScriptedPath_AddPoint( path1, < 9619.14, -10004.8, -6079.97 >, < 0, 183.021, 0 > )
// right to left, starts closer to player POV
array<Point> path2 = []
ScriptedPath_AddPoint( path2, < 11000, -9946.33, -6079.97 >, < 0, 177.587, 0 > )
ScriptedPath_AddPoint( path2, < 9619.14, -10004.8, -6079.97 >, < 0, 183.021, 0 > )
wait 2.0 // wait for OG's first line to be nearly over
printt( "BACKGROUND RUNNER GROUP 1" )
thread SpawnSkitGuy_AndRun( "runner_1_1", path2, 0.85, TEAM_MILITIA, "npc_soldier_specialist_militia", "mp_weapon_hemlok_smg" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_1_2", path2, 0.85, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 6.5 // wait until OG hands the eye to BT
printt( "BACKGROUND RUNNER GROUP 2" )
thread SpawnSkitGuy_AndRun( "runner_2_1", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_2_2", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_shotgun" )
wait 4.5 // wait until OG is shaking Anderson's hand
printt( "BACKGROUND RUNNER GROUP 3" )
thread SpawnSkitGuy_AndRun( "runner_3_1", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_3_2", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_shotgun" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_3_3", path2, 0.8, TEAM_MILITIA, "npc_soldier_specialist_militia", "mp_weapon_hemlok_smg" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_3_4", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 4.5 // wait until OG is mounting up
printt( "BACKGROUND RUNNER GROUP 4" )
thread SpawnSkitGuy_AndRun( "runner_4_1", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_4_2", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_shotgun" )
wait 6.5 // wait until OG thumbs up
printt( "BACKGROUND RUNNER GROUP 5" )
thread SpawnSkitGuy_AndRun( "runner_5_1", path2, 0.85, TEAM_MILITIA, "npc_soldier_specialist_militia", "mp_weapon_hemlok_smg" )
wait 1.2
thread SpawnSkitGuy_AndRun( "runner_5_2", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_5_3", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_shotgun" )
wait 1.5
thread SpawnSkitGuy_AndRun( "runner_5_4", path2, 0.85, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_5_3", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_shotgun" )
wait 1.5
thread SpawnSkitGuy_AndRun( "runner_5_4", path2, 0.85, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
/*
wait 5.0
wait 4.0
thread SpawnSkitGuy_AndRun( "runner_2_1", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.0
thread SpawnSkitGuy_AndRun( "runner_2_2", path2, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_shotgun" )
*/
}
void function PodOutro_Foreground_Runners( entity player )
{
EndSignal( player, "OnDestroy" )
// right in front of pod
array<Point> pathClose = []
ScriptedPath_AddPoint( pathClose, < 10728.2, -10194.2, -6055.97 >, < 0, 178.246, 0 > )
ScriptedPath_AddPoint( pathClose, < 10236.8, -10180.3, -6055.97 >, < 0, 178.41, 0 > )
wait 11.0 // wait for OG to hand eyeball to BT
thread SpawnSkitGuy_AndRun( "close_runner_1", pathClose, 0.7, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.2
thread SpawnSkitGuy_AndRun( "close_runner_2", pathClose, 0.75, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 10.0 // wait for OG to start embarking BT
thread SpawnSkitGuy_AndRun( "close_runner_4", pathClose, 0.75, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.3
thread SpawnSkitGuy_AndRun( "close_runner_5", pathClose, 0.8, TEAM_MILITIA, "npc_soldier_specialist_militia", "mp_weapon_g2" )
wait 11 // wait for grunt to hand player the weapon
thread SpawnSkitGuy_AndRun( "close_runner_10", pathClose, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.8
thread SpawnSkitGuy_AndRun( "close_runner_11", pathClose, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
wait 1.0
thread SpawnSkitGuy_AndRun( "close_runner_12", pathClose, 0.8, TEAM_MILITIA, "npc_soldier", "mp_weapon_rspn101" )
}
void function PodOutro_Background_ATC_Marvins()
{
// 1, 2, 3- matches titan bay numbering (right to left)
// plain numbers = farther from camera
// "a" variants = closer to camera
//SkitGuyInfo marvin_1 = SpawnSkitGuy( "atc_marvin_1", "", < 10600, -9841.5, -6079.97 >, < 0, -20, 0 >, TEAM_MILITIA )
//thread ATC_Marvin_Think( marvin_1, "mv_trafic_controller_A", 0.0 )
//SkitGuyInfo marvin_1a = SpawnSkitGuy( "atc_marvin_1a", "", < 10683.8, -10077.7, -6094.65 >, < 0, 20, 0 >, TEAM_MILITIA )
//thread ATC_Marvin_Think( marvin_1a, "mv_trafic_controller_B", 0.0 )
SkitGuyInfo marvin_2 = SpawnSkitGuy( "atc_marvin_2", "", < 10460.6, -9861.5, -6079.97 >, < 0, -30, 0 >, TEAM_MILITIA )
thread ATC_Marvin_Think( marvin_2, "mv_trafic_controller_B", 0.25 )
//SkitGuyInfo marvin_2a = SpawnSkitGuy( "atc_marvin_2a", "", < 10410.6, -10075.6, -6079.97 >, < 0, 30, 0 >, TEAM_MILITIA )
//thread ATC_Marvin_Think( marvin_2a, "mv_trafic_controller_A", 0.25 )
SkitGuyInfo marvin_3 = SpawnSkitGuy( "atc_marvin_3", "", < 10214.8, -9891.5, -6079.97 >, < 0, -10, 0 >, TEAM_MILITIA )
thread ATC_Marvin_Think( marvin_3, "mv_trafic_controller_A", 0.5 )
SkitGuyInfo marvin_3a = SpawnSkitGuy( "atc_marvin_3a", "", < 10207.5, -10079.4, -6079.97 >, < 0, 10, 0 >, TEAM_MILITIA )
thread ATC_Marvin_Think( marvin_3a, "mv_trafic_controller_B", 0.5 )
}
void function ATC_Marvin_Think( SkitGuyInfo marvinInfo, string anim, float skipAheadTime = 0.0 )
{
entity marvin = marvinInfo.guy
EndSignal( marvin, "OnDestroy" )
entity batonRight = CreatePropDynamic( SAFETY_BATON_MODEL )
batonRight.SetOrigin( marvin.GetAttachmentOrigin( marvin.LookupAttachment( "R_HAND" ) ) )
// HACK adjust the angles since the tags are different
vector angs = marvin.GetAttachmentAngles( marvin.LookupAttachment( "R_HAND" ) ) + Vector( 0, 0, 180 )
batonRight.SetAngles( angs )
batonRight.SetParent( marvin, "R_HAND", true )
entity batonLeft = CreatePropDynamic( SAFETY_BATON_MODEL )
batonLeft.SetParent( marvin, "L_HAND" )
marvin.NotSolid() // don't want other NPCs to path around the ATC marvins
array<entity> cleanupEnts = [ batonRight, batonLeft ]
OnThreadEnd(
function() : ( cleanupEnts )
{
foreach ( ent in cleanupEnts )
{
if ( IsValid( ent ) )
{
ent.ClearParent()
ent.Destroy()
}
}
}
)
WaitFrame()
marvinInfo.skitAnim = anim
/*
array<string> anims = [ "mv_trafic_controller_A", "mv_trafic_controller_B" ]
while( 1 )
{
marvin.Anim_Play( anims.getrandom() )
marvin.SetPlaybackRate( RandomFloatRange( 0.9, 1.0 ) )
waitthread WaittillAnimDone( marvin )
}
*/
marvin.SetPlaybackRate( RandomFloatRange( 0.9, 1.0 ) )
SkitGuy_PlayAnim( marvinInfo, skipAheadTime )
WaitForever()
}
// =======================================
// ============ GAUNTLET MODE ============
// =======================================
// Just runs the Gauntlet over and over.
void function Training_Setup_GauntletMode( entity player )
{
Training_EnvArtColorCorrection_SetEnabled( true )
entity ogStart = GetEntByScriptName( "og_near_leaderboard" )
entity og = Training_SpawnOGPilot( ogStart )
Training_OG_Idles( ogStart, "OG_Leaderboard_D_idle" )
//TeleportPlayerAndBT( "playerstart_gauntlet_challenge" )
// HACK better start position
player.SetOrigin( < -5179, 279.129, 32.0313 > )
player.SetAngles( < 0, 80.7242, 0 > )
}
void function Training_GauntletModeStart( entity player )
{
file.gauntletMode = true
waitthread Training_GauntletChallenge( player )
}
void function GauntletMode_Finished( entity player )
{
Assert( file.gauntletMode )
float fadeTime = 3.0
ScreenFade( player, 0, 0, 0, 255, fadeTime, -1, FFADE_OUT | FFADE_STAYOUT )
wait fadeTime
// Dump player back to menu
ClientCommand( player, "disconnect" )
WaitForever() // defensive- don't want any extra stuff happening right before level transition
}
#if DEV
// ===============================================
// ============ RECORD GAUNTLET GHOSTS ===========
// ===============================================
void function TrainingGauntlet_RecordGhostStart_FirstRun( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_FIRSTRUN )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_WIP( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_WIP )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_01( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_01 )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_02( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_02 )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_03( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_03 )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_04( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_04 )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_05( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_05 )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_06( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_06 )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_07( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_07 )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_08( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_08 )
}
void function TrainingGauntlet_RecordGhostStart_Challenge_09( entity player )
{
TrainingGauntlet_RecordGhost_CommonStart( player, GetTrainingGauntlet(), GHOST_NAME_CHAL_09 )
}
void function TrainingGauntlet_RecordGhost_CommonStart( entity player, GauntletInfo gauntlet, string ghostFileName )
{
thread TrainingGauntlet_TeleportPlayerAtFinishLine( player )
TeleportPlayerAndBT( "gauntlet_startpoint" )
Gauntlet_Player_GhostRecordOrPlayback( player, gauntlet, ghostFileName )
while ( 1 )
wait 5
}
#endif //DEV
// ============================================
// ============ TRAINING POD STUFF ============
// ============================================
void function SetupTrainingPod()
{
file.trainingPod = GetEntByScriptName( "training_pod" )
file.trainingPod.DisableHibernation()
TrainingPod_SetupInteriorDLights()
array<string> laserAttachNames = [ "fx_laser_L", "fx_laser_R" ]
foreach ( attachName in laserAttachNames )
{
entity emitterEnt = CreateScriptMover( file.trainingPod.GetOrigin() )
int attachID = file.trainingPod.LookupAttachment( attachName )
vector attachAng = file.trainingPod.GetAttachmentAngles( attachID )
TrainingPod_LaserEmitter emitter
emitter.ent = emitterEnt
emitter.attachName = attachName
emitter.ogAng = attachAng
file.trainingPodLaserEmitters.append( emitter )
}
// HACK we do this later as well to reset the emitter positions, so it's a separate function
TrainingPod_SnapLaserEmittersToAttachPoints()
//file.trainingPod.SetAngles( Vector( 0, 109, 0 ) ) // these angles are a little better for seeing the room
}
void function TrainingPod_SetupInteriorDLights()
{
entity pod = file.trainingPod
TrainingPod_dLightMapping m1
m1.scriptAlias = "console1"
m1.fxName = FX_POD_DLIGHT_CONSOLE1
m1.attachName = "light_console1"
file.trainingPodDLightMappings.append( m1 )
TrainingPod_dLightMapping m2
m2.scriptAlias = "console2"
m2.fxName = FX_POD_DLIGHT_CONSOLE2
m2.attachName = "light_console2"
file.trainingPodDLightMappings.append( m2 )
//TrainingPod_dLightMapping m3
//m3.scriptAlias = "backlight_side_L"
//m3.fxName = FX_POD_DLIGHT_BACKLIGHT_SIDE
//m3.attachName = "light_back1"
//file.trainingPodDLightMappings.append( m3 )
//TrainingPod_dLightMapping m4
//m4.scriptAlias = "backlight_side_R"
//m4.fxName = FX_POD_DLIGHT_BACKLIGHT_SIDE
//m4.attachName = "light_back2"
//file.trainingPodDLightMappings.append( m4 )
//TrainingPod_dLightMapping m5
//m5.scriptAlias = "backlight_top"
//m5.fxName = FX_POD_DLIGHT_BACKLIGHT_TOP
//m5.attachName = "light_backtop"
//file.trainingPodDLightMappings.append( m5 )
}
void function TrainingPod_TurnOnInteriorDLights_Delayed( entity player, float delay )
{
player.EndSignal( "OnDestroy" )
wait delay
TrainingPod_TurnOnInteriorDLight( "console1" )
TrainingPod_TurnOnInteriorDLight( "console2" )
}
void function TrainingPod_TurnOnInteriorDLight( string scriptAlias )
{
entity pod = file.trainingPod
int idx
TrainingPod_dLightMapping thisMapping
foreach ( mappingIdx, mapping in file.trainingPodDLightMappings )
{
if ( mapping.scriptAlias == scriptAlias )
{
thisMapping = mapping
idx = mappingIdx
break
}
}
Assert ( thisMapping.scriptAlias != "", "Couldn't find pod dlight mapping for alias " + scriptAlias )
entity fxHandle = PlayLoopFXOnEntity( thisMapping.fxName, pod, thisMapping.attachName )
file.trainingPodDLightMappings[ idx ].fxHandle = fxHandle
}
void function TrainingPod_KillInteriorDLights_Delayed( entity player, float delay )
{
player.EndSignal( "OnDestroy" )
wait delay
TrainingPod_KillInteriorDLights()
}
void function TrainingPod_KillInteriorDLights()
{
foreach ( idx, mapping in file.trainingPodDLightMappings )
{
if ( !IsValid_ThisFrame( mapping.fxHandle ) )
continue
KillFX( mapping.fxHandle )
file.trainingPodDLightMappings[ idx ].fxHandle = null
}
}
void function TrainingPod_SnapLaserEmittersToAttachPoints()
{
foreach ( TrainingPod_LaserEmitter emitter in file.trainingPodLaserEmitters )
{
int attachID = file.trainingPod.LookupAttachment( emitter.attachName )
vector attachOrg = file.trainingPod.GetAttachmentOrigin( attachID )
vector attachAng = file.trainingPod.GetAttachmentAngles( attachID )
emitter.ent.ClearParent()
emitter.ent.SetOrigin( attachOrg ) // HACK set this to ANYTHING (even 0, 0, 0) and the position is correct, otherwise it's offset from the attachpoint when parented
emitter.ent.SetParent( file.trainingPod, emitter.attachName )
}
}
void function TrainingPod_Interior_BootSequence( entity player )
{
player.EndSignal( "OnDestroy" )
entity pod = file.trainingPod
TrainingPod_InteriorFX_CommonSetup( pod )
FlagSet( "PodIntro_InteriorBootSequence_Starting" )
EmitSoundOnEntity( player, "NPE_Scr_SimPod_PowerUp" )
// Transition screen FX
thread PlayFXOnEntity_Delayed( player, FX_POD_SCREEN_IN, player, 2.35 )
// GLOW LIGHTS
TrainingPod_GlowLightsTurnOn()
// LASERS
float longestSweepTime = -1
foreach ( emitter in file.trainingPodLaserEmitters )
{
float sweepTime = RandomFloatRange( 2.9, 3.15 )
if ( sweepTime > longestSweepTime )
longestSweepTime = sweepTime
thread LaserSweep( player, sweepTime, emitter, pod, "top" )
}
wait longestSweepTime
player.Signal( "PodInteriorSequenceDone" )
}
void function TrainingPod_InteriorFX_CommonSetup( entity pod )
{
if ( file.trainingPodLaserEmitters.len() )
{
TrainingPod_KillLasers( pod )
TrainingPod_ResetLaserEmitterRotation( pod )
}
TrainingPod_KillGlowFX( pod )
}
// NOTE startPosition is actually inverted from what I think it should be. Tag orientation issue, maybe?
void function LaserSweep( entity player, float totalTime, TrainingPod_LaserEmitter emitter, entity pod, string startPosition = "bottom" )
{
//float startTime = Time()
player.EndSignal( "OnDestroy" )
emitter.ent.EndSignal( "OnDeath" )
emitter.sweepDone = false
//printt( "emitter og angles:", emitter.GetAngles() )
vector vecToPlayerEye = ( player.EyePosition() + Vector( 0, 0, 7 ) ) - emitter.ent.GetOrigin() // eye position offset is a HACK, not sure why I need to do that here.
vector centerAng = VectorToAngles( vecToPlayerEye )
vector topAng = centerAng + Vector( -270, 0, 0 )
vector bottomAng = centerAng + Vector( -90, 0, 0 )
//vector topAng = emitter.GetAngles() + < 90, -8, 0 >
//vector bottomAng = emitter.GetAngles() + < -90, 8, 0 >
//printt( "==== starting at:", startPosition )
//printt( "topAng:", topAng )
//printt( "bottomAng:", bottomAng )
//printt( "centerAng:", centerAng )
vector lastBigSweepAng
if ( startPosition == "bottom")
{
emitter.ent.SetAbsAngles( bottomAng )
lastBigSweepAng = bottomAng
}
else
{
emitter.ent.SetAbsAngles( topAng )
lastBigSweepAng = topAng
}
//printt( "setting start angles to:", lastBigSweepAng )
entity fxHandle = PlayLoopFXOnEntity( FX_POD_LASER, emitter.ent )
emitter.fxHandle = fxHandle
int numBigSweeps = 2
float finalCenterTime = totalTime * 0.15
float bigSweepTime = ( totalTime - finalCenterTime ) / numBigSweeps
float bigSweep_AccelTime = 0
float bigSweep_DecelTime = bigSweepTime * 0.2
// do the big sweeps
vector nextBigSweepAng
for ( int i = 0; i < numBigSweeps; i++ )
{
nextBigSweepAng = topAng
if ( lastBigSweepAng == topAng )
nextBigSweepAng = bottomAng
//printt( "rotating to", nextBigSweepAng )
emitter.ent.NonPhysicsRotateTo( nextBigSweepAng, bigSweepTime, bigSweep_AccelTime, bigSweep_DecelTime )
float waitTime = bigSweepTime
if ( i < numBigSweeps - 1 )
waitTime = bigSweepTime - 0.1
wait waitTime
lastBigSweepAng = nextBigSweepAng
}
// finish with centering move
//printt( "centering to", centerAng )
float finalCenter_AccelTime = 0
float finalCenter_DecelTime = finalCenterTime * 0.2
emitter.ent.NonPhysicsRotateTo( centerAng, finalCenterTime, finalCenter_AccelTime, finalCenter_DecelTime )
wait finalCenterTime
emitter.sweepDone = true
//printt( "laser sweep done, total time", Time() - startTime, "should have been", totalTime )
}
void function TrainingPod_KillLasers( entity pod, bool doEndCap = false )
{
foreach ( emitter in file.trainingPodLaserEmitters )
{
if ( IsValid_ThisFrame( emitter.fxHandle ) )
{
if ( !doEndCap )
{
//printt( "killing laser FX", emitter.fxHandle )
KillFX( emitter.fxHandle )
}
else
{
//printt( "killing laser FX with endcap", emitter.fxHandle )
KillFXWithEndcap( emitter.fxHandle )
}
}
emitter.fxHandle = null
}
}
void function TrainingPod_ResetLaserEmitterRotation( entity pod )
{
if ( !file.trainingPodLaserEmitters.len() )
return
foreach ( emitter in file.trainingPodLaserEmitters )
{
//reset to start position
emitter.ent.NonPhysicsRotateTo( emitter.ogAng, 0.05, 0.0, 0.0 )
}
}
void function TrainingPod_GlowLightsArraySetup()
{
array<TrainingPod_GlowLightRow> rows
// rows are set up bottom to top
// lights are set up outside to in (in = door close seam; opposite for each side)
// process two rows per loop (one for each door side)
TrainingPod_GlowLightRow row1
row1.fxSpotsL = [ "fx_glow_L_door012", "fx_glow_L_door013" ]
row1.fxSpotsR = [ "fx_glow_R_door014", "fx_glow_R_door013" ]
rows.append( row1 )
TrainingPod_GlowLightRow row2
row2.fxSpotsL = [ "fx_glow_L_door014", "fx_glow_L_door011" ]
row2.fxSpotsR = [ "fx_glow_R_door012", "fx_glow_R_door011" ]
rows.append( row2 )
TrainingPod_GlowLightRow row3
row3.fxSpotsL = [ "fx_glow_L_door09", "fx_glow_L_door010" ]
row3.fxSpotsR = [ "fx_glow_R_door09", "fx_glow_R_door010" ]
rows.append( row3 )
TrainingPod_GlowLightRow row4
row4.fxSpotsL = [ "fx_glow_L_door07", "fx_glow_L_door08" ]
row4.fxSpotsR = [ "fx_glow_R_door07", "fx_glow_R_door08" ]
rows.append( row4 )
TrainingPod_GlowLightRow row5
row5.fxSpotsL = [ "fx_glow_L_door05", "fx_glow_L_door06" ]
row5.fxSpotsR = [ "fx_glow_R_door05", "fx_glow_R_door06" ]
rows.append( row5 )
TrainingPod_GlowLightRow row6
row6.fxSpotsL = [ "fx_glow_L_door03", "fx_glow_L_door04" ]
row6.fxSpotsR = [ "fx_glow_R_door03", "fx_glow_R_door04" ]
rows.append( row6 )
TrainingPod_GlowLightRow row7
row7.fxSpotsL = [ "fx_glow_L_door01", "fx_glow_L_door02" ]
row7.fxSpotsR = [ "fx_glow_R_door01", "fx_glow_R_door02" ]
rows.append( row7 )
file.trainingPodGlowLightRows = rows
}
void function TrainingPod_GlowLightsTurnOn( bool instantOn = false )
{
//float startTime = Time()
entity pod = file.trainingPod
foreach ( TrainingPod_GlowLightRow row in file.trainingPodGlowLightRows )
{
float loopTime = Time()
array<string> group1 = [ row.fxSpotsL[0], row.fxSpotsR[0] ]
array<string> group2 = [ row.fxSpotsL[1], row.fxSpotsR[1] ]
table< int, array < string > > lightgroups
lightgroups[0] <- group1
lightgroups[1] <- group2
foreach ( idx, group in lightgroups )
{
foreach ( attachName in group )
{
entity fxHandle = PlayLoopFXOnEntity( FX_POD_GLOWLIGHT, pod, attachName )
file.trainingPodGlowLightFXHandles.append( fxHandle )
}
if ( !instantOn )
wait 0.1
}
/*
// both sides have same number of lights
int numLights = 2
for ( int i = 0; i < numLights; i++ )
{
foreach ( var side in row )
{
string attachName = side[ i ]
entity fxHandle = PlayLoopFXOnEntity( FX_POD_GLOWLIGHT, pod, attachName )
file.trainingPodGlowLightFXHandles.append( fxHandle )
}
if ( lightWait > 0 )
wait lightWait
}
if ( rowWait > 0)
wait rowWait
*/
}
//printt( "glow lights turn on took", Time() - startTime, "secs" )
}
void function TrainingPod_KillGlowFX( entity pod )
{
foreach ( fxHandle in file.trainingPodGlowLightFXHandles )
{
if ( !IsValid_ThisFrame( fxHandle ) )
continue
KillFX( fxHandle )
}
file.trainingPodGlowLightFXHandles = []
}
void function TrainingPod_Interior_ShutdownSequence( entity player, float shutdownTime )
{
player.EndSignal( "OnDestroy" )
entity pod = file.trainingPod
TrainingPod_InteriorFX_CommonSetup( pod )
// TURN ON GLOW LIGHTS
TrainingPod_GlowLightsTurnOn( true )
// TURN ON LASERS
TrainingPod_LasersInstantOn( player, pod )
player.WaitSignal( "TrainingPod_BeginInteriorShutdown" )
thread TrainingPod_LasersShutDown( player, pod, shutdownTime * 0.6 )
thread TrainingPod_GlowLightsShutDown( player, pod, shutdownTime )
wait shutdownTime
printt( "interior shutdown done" )
}
void function TrainingPod_LasersInstantOn( entity player, entity pod )
{
foreach ( emitter in file.trainingPodLaserEmitters )
{
float dist = Distance( player.EyePosition(), emitter.ent.GetOrigin() )
Assert( dist <= 30, "player is usually about 20 units away when we try to set the laser angles. If very far away, the math will crash the game. Dist: " + dist )
vector vecToPlayerEye = ( player.EyePosition() + Vector( 0, 0, 7 ) ) - emitter.ent.GetOrigin() // eye position offset is a HACK, not sure why I need to do that here.
vector centerAng = VectorToAngles( vecToPlayerEye )
emitter.ent.NonPhysicsRotateTo( centerAng, 0.1, 0.0, 0.0 ) // SETANGLES DOES NOT WORK! You have to rotate it for the FX to follow.
emitter.fxHandle = PlayLoopFXOnEntity( FX_POD_LASER, emitter.ent )
}
}
void function TrainingPod_LasersShutDown( entity player, entity pod, float shutdownTime )
{
player.EndSignal( "OnDestroy" )
foreach ( emitter in file.trainingPodLaserEmitters )
{
vector vecToPlayerEye = ( player.EyePosition() + Vector( 0, 0, 7 ) ) - emitter.ent.GetOrigin() // eye position offset is a HACK, not sure why I need to do that here.
vector centerAng = VectorToAngles( vecToPlayerEye )
emitter.ent.NonPhysicsRotateTo( centerAng, 0.1, 0.0, 0.0 ) // SETANGLES DOES NOT WORK! You have to rotate it for the FX to follow.
}
wait shutdownTime * 0.25
float moveDownTime = shutdownTime * 0.75
float accelTime = moveDownTime * 0.25
float decelTime = moveDownTime * 0.1
foreach ( TrainingPod_LaserEmitter emitter in file.trainingPodLaserEmitters )
{
vector finalAng = emitter.ent.GetAngles() + Vector( 30, 0, 0 ) // not sure why adding pitch makes them appear to drop down
emitter.ent.NonPhysicsRotateTo( finalAng, moveDownTime, accelTime, decelTime )
}
wait moveDownTime
TrainingPod_KillLasers( pod, true )
}
void function TrainingPod_GlowLightsShutDown( entity player, entity pod, float shutdownTime )
{
player.EndSignal( "OnDestroy" )
float shutdownDelay = shutdownTime * 0.65
float finishEarly = shutdownTime * 0.1
float glowLightShutDownDuration = shutdownTime - shutdownDelay - finishEarly
wait shutdownDelay
Assert( glowLightShutDownDuration > 0.0 )
float timePerLight = glowLightShutDownDuration / file.trainingPodGlowLightFXHandles.len().tofloat()
foreach ( entity fxHandle in file.trainingPodGlowLightFXHandles )
{
if ( !IsValid_ThisFrame( fxHandle ) )
continue
thread KillFXWithEndcap( fxHandle )
wait timePerLight
}
file.trainingPodGlowLightFXHandles = []
}
void function TrainingPod_ViewConeLock_Shared( entity player )
{
player.PlayerCone_FromAnim()
player.PlayerCone_SetMinYaw( -25 )
player.PlayerCone_SetMaxYaw( 25 )
player.PlayerCone_SetMinPitch( -30 )
}
void function TrainingPod_ViewConeLock_PodOpen( entity player )
{
TrainingPod_ViewConeLock_Shared( player )
player.PlayerCone_SetMaxPitch( 35 )
}
void function TrainingPod_ViewConeLock_PodClosed( entity player )
{
TrainingPod_ViewConeLock_Shared( player )
player.PlayerCone_SetMaxPitch( 32 )
}
void function TrainingPod_ViewConeLock_SemiStrict( entity player )
{
player.PlayerCone_FromAnim()
player.PlayerCone_SetMinYaw( -10 )
player.PlayerCone_SetMaxYaw( 10 )
player.PlayerCone_SetMinPitch( -10 )
player.PlayerCone_SetMaxPitch( 10 )
}
void function TrainingPod_ViewConeLock_Strict( entity player )
{
player.PlayerCone_FromAnim()
player.PlayerCone_SetMinYaw( 0 )
player.PlayerCone_SetMaxYaw( 0 )
player.PlayerCone_SetMinPitch( 0 )
player.PlayerCone_SetMaxPitch( 0 )
}
// ==================================================
// ============ CLIENT COMMAND CALLBACKS ============
// ==================================================
bool function ClientCommand_Training_SetInputType( entity player, array<string> args )
{
int inputType = args[0].tointeger()
Assert( inputType == INPUT_TYPE_CONTROLLER || inputType == INPUT_TYPE_KBM )
//printt( "Training- client input type updated:", inputType )
file.playerInputType = inputType
return true
}
bool function ClientCommand_Training_PlayerPressedUse( entity player, array<string> args )
{
FlagSet( "PlayerPressedUse" )
return true
}
bool function ClientCommand_Training_PlayerReloaded( entity player, array<string> args )
{
FlagSet( "PlayerReloaded" )
return true
}
bool function ClientCommand_LookTarget_Top( entity player, array<string> args )
{
player.ResetIdleTimer()
printt( "ClientCommand_LookTarget_Top" )
FlagSet( "PlayerLookedAtTopTarget" )
return true
}
bool function ClientCommand_LookTarget_Bottom( entity player, array<string> args )
{
player.ResetIdleTimer()
printt( "ClientCommand_LookTarget_Bottom" )
FlagSet( "PlayerLookedAtBottomTarget" )
return true
}
// ===============================
// ============ DOORS ============
// ===============================
void function DoorOpenFast( string doorEntName )
{
entity door = GetEntByScriptName( doorEntName )
door.Hide()
door.NotSolid()
entity navBlocker = door.GetLinkEnt()
navBlocker.NotSolid()
ToggleNPCPathsForEntity( navBlocker, true )
}
void function DoorCloseFast( string doorEntName )
{
entity door = GetEntByScriptName( doorEntName )
door.Show()
door.Solid()
entity navBlocker = door.GetLinkEnt()
navBlocker.Solid()
ToggleNPCPathsForEntity( navBlocker, false )
}
void function OpenZenGardenExitDoor()
{
DoorOpenFast( "zengarden_door" )
}
void function CloseZenGardenExitDoor()
{
DoorCloseFast( "zengarden_door" )
}
void function OpenGauntletDoor()
{
DoorOpenFast( "gauntlet_door" )
}
// ===================================
// ========= LOUDSPEAKER VO ==========
// ===================================
void function LoudspeakerVO_Setup()
{
vector loudspeakerPos = <10524, -9660, -5896> // HACK
file.loudspeaker = CreateScriptMover( loudspeakerPos, <0,0,0> )
// ======= PA ANNOUNCEMENTS: POD INTRO =======
// "Inbound to Planet Typhon. Subspace rendezvous in approximately 20 minutes."
RegisterLoudspeakerVO( "intro_0", "diag_sp_addtional_TR411_01_mcor_shipPA", 8.0 )
// "Major Anderson, please report to the briefing room."
RegisterLoudspeakerVO( "intro_1", "diag_sp_addtional_TR411_02_mcor_grunt1", 3.0 )
// "Reminder to dock personnel: Titan ordnance is a Type 3 Hazardous Material."
RegisterLoudspeakerVO( "intro_2", "diag_sp_addtional_TR411_03_mcor_shipPA", 6.0 )
// "Captain Cole to communications."
RegisterLoudspeakerVO( "intro_3", "diag_sp_addtional_TR411_04_mcor_grunt1", 3.0 )
// "Running Lifeboat diagnostic test two point one. All Mark Eight lifeboats are in the green."
RegisterLoudspeakerVO( "intro_4", "diag_sp_addtional_TR411_05_mcor_shipPA", 6.0 )
// "3rd Militia Grenadiers - prep dropship MacAllan 17."
RegisterLoudspeakerVO( "intro_5", "diag_sp_addtional_TR411_06_mcor_grunt1", 4.0 )
// ======= PA ANNOUNCEMENTS: MEET OG =======
// "Prepare for Typhon atmospheric entry in less than three minutes."
RegisterLoudspeakerVO( "outro_01", "diag_sp_addtional_TR411_07_mcor_shipPA", 7.0 )
// "Powering down all non-essential systems."
RegisterLoudspeakerVO( "outro_01_1", "diag_sp_outro_TR171_01_01_mcor_shipPA", 4.0 )
// "All personnel to battle stations."
RegisterLoudspeakerVO( "outro_01_2", "diag_sp_outro_TR171_02_01_mcor_shipPA", 3.0 )
// "This is not a drill."
RegisterLoudspeakerVO( "outro_01_3", "diag_sp_outro_TR171_03_01_mcor_shipPA", 3.0 )
// "Titan bays two through five, drop clearance confirmed."
RegisterLoudspeakerVO( "outro_03", "diag_sp_addtional_TR411_09_mcor_shipPA", 5.0 )
// "Infantry teams Stork three, Elk four, Shark six, Badger one, prepare for emergency atmospheric drop sequence"
RegisterLoudspeakerVO( "outro_04", "diag_sp_addtional_TR411_10_mcor_grunt1", 7.0 )
// "All available medical personnel, report to Med Central for tasking."
RegisterLoudspeakerVO( "outro_05", "diag_sp_addtional_TR411_11_mcor_grunt2", 5.0 )
// "Titan mech team - Rabbit six, prep the Vanguards."
RegisterLoudspeakerVO( "outro_06", "diag_sp_addtional_TR411_12_mcor_grunt3", 4.0 )
// "We need all Riflemen to docking bay four. Dropships standing by."
RegisterLoudspeakerVO( "outro_07", "diag_sp_addtional_TR411_13_mcor_grunt1", 5.0 )
// "Incoming hostile ship - Designation: IMS Malta. Battle stations."
RegisterLoudspeakerVO( "outro_08", "diag_sp_addtional_TR411_14_mcor_shipPA", 6.0 )
// "Special Recon Squad deploy from Drop Bay thirty-seven - now."
RegisterLoudspeakerVO( "outro_10", "diag_sp_addtional_TR411_16_mcor_grunt2", 5.0 )
// "Infantry teams 2nd Militia Fusiliers, Raptor three, target the IMS Malta."
RegisterLoudspeakerVO( "outro_11", "diag_sp_addtional_TR411_17_mcor_grunt3", 6.0 )
// "Caution - Fuel leak in Cargo Bay eighty - five. Decompressing for fire suppression."
RegisterLoudspeakerVO( "outro_12", "diag_sp_addtional_TR411_18_mcor_shipPA", 6.0 )
}
void function RegisterLoudspeakerVO( string scriptAlias, string soundAlias, float duration = 6.0 )
{
Assert( !( scriptAlias in file.loudspeakerVO ), "duplicate scriptAlias " + scriptAlias )
LoudspeakerVO_Info voInfo
voInfo.scriptAlias = scriptAlias
voInfo.soundAlias = soundAlias
voInfo.duration = duration
file.loudspeakerVO[ scriptAlias ] <- voInfo
}
void function PlayLoudspeakerVO( string scriptAlias, float delay = 0.0 )
{
Assert( scriptAlias in file.loudspeakerVO )
LoudspeakerVO_Info voInfo = file.loudspeakerVO[ scriptAlias ]
string soundAlias = voInfo.soundAlias
if ( delay > 0 )
wait delay
entity emitter = file.loudspeaker
emitter.Signal( "LoudspeakerVO_Stop" )
emitter.EndSignal( "LoudspeakerVO_Stop" )
OnThreadEnd(
function() : ( emitter, soundAlias )
{
if ( IsValid( emitter ) )
FadeOutSoundOnEntity( emitter, soundAlias, 2.0 )
}
)
//printt( "playing loudspeaker VO", scriptAlias, "/", soundAlias )
EmitSoundOnEntity( emitter, soundAlias )
wait voInfo.duration
}
void function LoopLoudspeakerVO( array<string> scriptAliases, string endFlag = "", float minPause = -1, float maxPause = -1 )
{
if ( endFlag != "" )
{
if ( Flag( endFlag ) )
return
FlagEnd( endFlag )
}
while ( 1 )
{
foreach ( scriptAlias in scriptAliases )
{
waitthread PlayLoudspeakerVO( scriptAlias )
if ( minPause > 0 && maxPause >= minPause )
wait RandomFloatRange( minPause, maxPause )
}
}
}
// ==============================
// ============ MISC ============
// ==============================
entity function Training_SpawnAnOG( entity startSpot )
{
entity og = CreateSoldier( TEAM_MILITIA, startSpot.GetOrigin(), startSpot.GetAngles() )
og.kv.spawnflags = SF_NPC_ALLOW_SPAWN_SOLID
DispatchSpawn( og )
TakeAllWeapons( og )
og.SetModel( OG_PILOT_MODEL )
og.SetTitle( "#TRAINING_OG_PILOT_NAME" )
ShowName( og )
Training_OGPilot_SetHelmetOn( og, true )
og.DisableHibernation()
og.SetNoTarget( true )
og.UseSequenceBounds( true )
MakeInvincible( og )
og.kv.scriptedAnimForceInterrupt = true
og.DisableNPCFlag( NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
og.SetHologram()
return og
}
void function Training_OGPilot_SetHelmetOn( entity og, bool setOn )
{
int headIdx = og.FindBodyGroup( "head" )
int submodelIdx = OG_PILOT_MODEL_HEAD_IDX_BARE
if ( setOn )
submodelIdx = OG_PILOT_MODEL_HEAD_IDX_HELMET
og.SetBodygroup( headIdx, submodelIdx )
/*
int decalIdx = og.FindBodyGroup( "decal" )
if ( decalIdx == -1 )
return
submodelIdx = OG_PILOT_MODEL_DECAL_IDX_BARE
if ( setOn )
submodelIdx = OG_PILOT_MODEL_DECAL_IDX
og.SetBodygroup( decalIdx, submodelIdx )
*/
}
entity function Training_SpawnOGPilot( entity startSpot )
{
if ( IsValid( file.ogPilot ) )
file.ogPilot.Destroy()
entity og = Training_SpawnAnOG( startSpot )
file.ogPilot = og
return og
}
entity function Training_SpawnOGTwin( entity startSpot )
{
if ( IsValid( file.ogTwin ) )
file.ogTwin.Destroy()
entity ogTwin = Training_SpawnAnOG( startSpot )
file.ogTwin = ogTwin
return ogTwin
}
entity function GetOGPilot()
{
Assert( IsValid( file.ogPilot ) )
return file.ogPilot
}
entity function GetOGTwin()
{
if ( !IsValid( file.ogTwin ) )
return null
return file.ogTwin
}
void function Training_OG_NagPlayerUntilFlag_Sitting( entity player, array<string> nagAliases, float nagInterval, entity idleRef, string endFlag, string talkAnim = "", string idleAnim = "" )
{
entity og = GetOGPilot()
Training_NPC_NagPlayerUntilFlag_Sitting( og, player, nagAliases, nagInterval, idleRef, endFlag, talkAnim, idleAnim )
}
void function Training_OG_NagPlayerUntilFlag( entity player, array<string> nagAliases, float nagInterval, entity idleRef, string endFlag, string talkAnim = "", string idleAnim = "" )
{
entity og = GetOGPilot()
Training_NPC_NagPlayerUntilFlag( og, player, nagAliases, nagInterval, idleRef, endFlag, talkAnim, idleAnim )
}
void function Training_NPC_NagPlayerUntilFlag_Sitting( entity npc, entity player, array<string> nagAliases, float nagInterval, entity idleRef, string endFlag, string talkAnim = "", string idleAnim = "" )
{
if ( talkAnim == "" )
talkAnim = ANIM_OG_SITTING_TALK
if ( idleAnim == "" )
idleAnim = ANIM_OG_SITTING_IDLE
Training_OG_NagPlayerUntilFlag( player, nagAliases, nagInterval, idleRef, endFlag, talkAnim, idleAnim )
}
void function Training_NPC_NagPlayerUntilFlag( entity npc, entity player, array<string> nagAliases, float nagInterval, entity idleRef, string endFlag, string talkAnim = "", string idleAnim = "" )
{
player.EndSignal( "OnDestroy" )
if ( talkAnim == "" )
talkAnim = ANIM_OG_STANDING_TALK
if ( idleAnim == "" )
idleAnim = ANIM_OG_STANDING_IDLE
int nagIdx = 0
float nextNagTime = Time() + nagInterval
while ( !Flag( endFlag ) )
{
if ( Time() > nextNagTime )
{
waitthread Training_OG_Talks( nagAliases[nagIdx], idleRef, talkAnim, idleAnim, true )
nextNagTime = Time() + nagInterval
nagIdx++
if ( nagIdx >= nagAliases.len() )
nagIdx = 0
}
wait 0.1
}
}
void function Training_OG_Talks_Sitting( string voScriptAlias, entity idleRef, string talkAnim = "", string idleAnim = "", bool useBlend = false )
{
entity og = GetOGPilot()
Training_NPC_Talks_Sitting( og, voScriptAlias, idleRef, talkAnim, idleAnim, useBlend )
}
void function Training_OG_Talks_Leaning( string voScriptAlias, entity idleRef, string talkAnim = "", string idleAnim = "", bool useBlend = false )
{
entity og = GetOGPilot()
Training_NPC_Talks_Leaning( og, voScriptAlias, idleRef, talkAnim, idleAnim, useBlend )
}
void function Training_OG_Talks( string voScriptAlias, entity idleRef, string talkAnim = "", string idleAnim = "", bool useBlend = false )
{
entity og = GetOGPilot()
Training_NPC_Talks( og, voScriptAlias, idleRef, talkAnim, idleAnim, useBlend )
}
void function Training_OG_Idles_Sitting( entity idleRef, string anim = "", bool useBlend = false )
{
entity og = GetOGPilot()
Training_NPC_Idles_Sitting( og, idleRef, anim, useBlend )
}
void function Training_OG_Idles_SittingAndTalking( entity idleRef, string anim = "", bool useBlend = false )
{
entity og = GetOGPilot()
Training_NPC_Idles_SittingAndTalking( og, idleRef, anim, useBlend )
}
void function Training_OG_Idles_Talking( entity idleRef, string anim = "", bool useBlend = false )
{
entity og = GetOGPilot()
Training_NPC_Idles_Talking( og, idleRef, anim, useBlend )
}
void function Training_OG_Idles( entity idleRef, string anim = "", bool useBlend = false )
{
entity og = GetOGPilot()
thread Training_NPC_Idles( og, idleRef, anim, useBlend )
}
void function Training_OG_ScriptedAnim( entity idleRef, string anim, bool useBlend = false )
{
entity og = GetOGPilot()
Training_NPC_ScriptedAnim( og, idleRef, anim, useBlend )
}
void function Training_NPC_Talks_Sitting( entity npc, string voScriptAlias, entity idleRef, string talkAnim = "", string idleAnim = "", bool useBlend = false )
{
if ( talkAnim == "" )
talkAnim = ANIM_OG_SITTING_TALK
if ( idleAnim == "" )
idleAnim = ANIM_OG_SITTING_IDLE
Training_NPC_Talks( npc, voScriptAlias, idleRef, talkAnim, idleAnim, useBlend )
}
void function Training_NPC_Talks_Leaning( entity npc, string voScriptAlias, entity idleRef, string talkAnim = "", string idleAnim = "", bool useBlend = false )
{
if ( talkAnim == "" )
talkAnim = ANIM_OG_LEANING_TALK
if ( idleAnim == "" )
idleAnim = ANIM_OG_LEANING_IDLE
Training_NPC_Talks( npc, voScriptAlias, idleRef, talkAnim, idleAnim, useBlend )
}
void function Training_NPC_Talks( entity npc, string voScriptAlias, entity idleRef, string talkAnim = "", string idleAnim = "", bool useBlend = false )
{
npc.EndSignal( "OnDestroy" )
npc.EndSignal( "NPC_NewCommand" )
if ( talkAnim == "" )
talkAnim = ANIM_OG_STANDING_TALK
if ( idleAnim == "" )
idleAnim = ANIM_OG_STANDING_IDLE
npc.Anim_Stop()
if ( useBlend )
thread PlayAnim( npc, talkAnim, idleRef )
else
thread PlayAnim( npc, talkAnim, idleRef, null, 0.0 )
OnThreadEnd(
function() : ( npc, idleRef, idleAnim, useBlend )
{
if ( IsValid( npc ) )
Training_NPC_Idles( npc, idleRef, idleAnim, useBlend )
}
)
waitthread PlayDialogue( voScriptAlias, npc )
}
void function Training_NPC_Idles_Sitting( entity npc, entity idleRef, string anim = "", bool useBlend = false )
{
if ( anim == "" )
anim = ANIM_OG_SITTING_IDLE
Training_NPC_Idles( npc, idleRef, anim, useBlend )
}
void function Training_NPC_Idles_SittingAndTalking( entity npc, entity idleRef, string anim = "", bool useBlend = false )
{
if ( anim == "" )
anim = ANIM_OG_SITTING_TALK
Training_NPC_Idles( npc, idleRef, anim, useBlend )
}
void function Training_NPC_Idles_Talking( entity npc, entity idleRef, string anim = "", bool useBlend = false )
{
if ( anim == "" )
anim = ANIM_OG_STANDING_TALK
thread Training_NPC_Idles( npc, idleRef, anim, useBlend )
}
void function Training_NPC_Idles( entity npc, entity idleRef, string anim = "", bool useBlend = false )
{
npc.Signal( "NPC_NewCommand" )
if ( anim == "" )
anim = ANIM_OG_STANDING_IDLE
npc.Anim_Stop()
if ( useBlend )
thread PlayAnim( npc, anim, idleRef )
else
thread PlayAnim( npc, anim, idleRef, null, 0.0 )
}
void function Training_NPC_ScriptedAnim( entity npc, entity idleRef, string anim, bool useBlend = false )
{
npc.Signal( "NPC_NewCommand" )
npc.Anim_Stop()
if ( useBlend )
PlayAnim( npc, anim, idleRef )
else
PlayAnim( npc, anim, idleRef, null, 0.0 )
}
void function Training_OG_Moves_ToSitting( entity moveToRef, string destAnim = "", float moveTimeOverride = -1 )
{
if ( destAnim == "" )
destAnim = ANIM_OG_SITTING_IDLE
Training_OG_Moves( moveToRef, destAnim, moveTimeOverride, true )
}
void function Training_OG_Moves( entity moveToRef, string destAnim = "", float moveTimeOverride = -1, bool destAnim_isSitting = false )
{
entity og = GetOGPilot()
og.Signal( "NPC_NewCommand" )
int ogAttachIdx = og.LookupAttachment( "CHESTFOCUS" )
vector startOrigin = og.GetAttachmentOrigin( ogAttachIdx )
const vector standingOffset = <0, 0, 42>
const vector sittingOffset = <0, 0, 20>
vector destHeightOffset = destAnim_isSitting ? sittingOffset : standingOffset
vector endOrigin = moveToRef.GetOrigin() + destHeightOffset
og.Freeze()
file.ogPilot = null
if ( IsValid( og ) )
{
og.NotSolid()
DissolveGhost( og )
}
entity newOG = Training_SpawnOGPilot( moveToRef )
newOG.Hide()
entity mover = CreateScriptMover( startOrigin, <0,0,0> )
int moverAttachIdx = mover.LookupAttachment( "REF" )
EmitSoundOnEntity( mover, "og_dissolve_trail" )
file.ogPathMover = mover
newOG.EndSignal( "OnDestroy" )
mover.EndSignal( "OnDestroy" )
OnThreadEnd(
function() : ( mover, newOG, moveToRef, destAnim_isSitting, destAnim, ogAttachIdx )
{
if ( IsValid( mover ) )
{
StopSoundOnEntity( mover, "og_dissolve_trail" )
mover.Destroy()
file.ogPathMover = null
}
if ( IsValid( newOG ) )
{
StartParticleEffectOnEntity( newOG, GetParticleSystemIndex( GHOST_FLASH_EFFECT ), FX_PATTACH_POINT, ogAttachIdx )
newOG.Show()
if ( destAnim_isSitting )
Training_OG_Idles_Sitting( moveToRef, destAnim )
else
Training_OG_Idles( moveToRef, destAnim )
}
}
)
StartParticleEffectOnEntity( mover, GetParticleSystemIndex( GHOST_TRAIL_EFFECT ), FX_PATTACH_POINT_FOLLOW, moverAttachIdx )
StartParticleEffectOnEntity( mover, GetParticleSystemIndex( GHOST_FLASH_EFFECT ), FX_PATTACH_POINT, moverAttachIdx )
wait 0.5
float moveSpeed = 1350.0
float moveDist = Distance( startOrigin, endOrigin )
float moveTime = moveDist / moveSpeed
if ( moveTimeOverride > 0 )
moveTime = moveTimeOverride
float accel = moveTime * 0.1
float decel = moveTime * 0.1
mover.NonPhysicsMoveTo( endOrigin, moveTime, accel, decel )
wait moveTime - 0.1
EmitSoundAtPosition( TEAM_UNASSIGNED, endOrigin, "PathHologram_Materialized_training" )
StartParticleEffectOnEntity( mover, GetParticleSystemIndex( GHOST_FLASH_EFFECT ), FX_PATTACH_POINT, moverAttachIdx )
wait 0.1
}
entity function TeleportOG( string entName )
{
Assert( IsValid( file.ogPilot ) )
file.ogPilot.Signal( "NPC_NewCommand" )
file.ogPilot.Anim_Stop()
entity teleportSpot = GetEntByScriptName( entName )
vector org = teleportSpot.GetOrigin()
vector ang = teleportSpot.GetAngles()
file.ogPilot.SetOrigin( org )
file.ogPilot.SetAngles( ang )
return teleportSpot
}
void function NPC_DisableArrivals( entity npc )
{
printt( "disabling arrivals" )
npc.EnableNPCMoveFlag( NPCMF_DISABLE_ARRIVALS )
}
void function NPC_EnableArrivals( entity npc )
{
printt( "enabling arrivals" )
npc.DisableNPCMoveFlag( NPCMF_DISABLE_ARRIVALS )
}
void function PlayerAndOGTeleport_Fancy( entity player, vector destPos, string ogTeleportSpotName, vector destAng = < -1, -1, -1 > )
{
EndSignal( player, "OnDeath" )
thread FancyTeleport_EffectsAndSound( player, destPos )
player.WaitSignal( "FancyTeleportStart" )
entity ogTeleportSpot = TeleportOG( ogTeleportSpotName )
Training_OG_Idles_Sitting( ogTeleportSpot )
MakeInvincible( player )
WaitEndFrame() // player will take damage from random hazard triggers otherwise
player.SetOrigin( destPos )
if ( destAng != < -1, -1, -1 > )
player.SetAngles( destAng )
ClearInvincible( player )
}
void function FancyTeleport_EffectsAndSound( entity player, vector teleportPos )
{
EndSignal( player, "OnDeath" )
float statusEffect_severity = 2.5
float statusEffect_totalDuration = 0.8
float statusEffect_easeOutTime = 0.1
StatusEffect_AddTimed( player, eStatusEffect.timeshift_visual_effect, statusEffect_severity, statusEffect_totalDuration, statusEffect_easeOutTime )
wait 0.1
Remote_CallFunction_Replay( player, "ScriptCallback_PodTransition_PlayerScreenFX" )
EmitSoundOnEntity( player, "Timeshift_Scr_DeviceShift2Present" )
wait 0.25 // let screen FX fade screen
player.Signal( "FancyTeleportStart" )
//wait holdTime - 0.1
wait 0.5 // let white screen fade
EmitSoundOnEntity( player, "training_scr_zen_player_fall" )
wait 0.2 // let screen clear before pulsing
entity pulseFXHandle = PlayFX( FX_FANCY_TELEPORT_ENV_PULSE, teleportPos, <0,0,0> )
EffectSetControlPointVector( pulseFXHandle, 1, <2.5,50,0> )
thread KillFX_Delayed( pulseFXHandle, 0.5 )
}
entity function WaitForPlayerActiveWeapon( entity player )
{
player.EndSignal( "OnDestroy" )
entity weapon = null
while ( !weapon )
{
WaitFrame()
weapon = player.GetActiveWeapon()
}
return weapon
}
void function GhostRecorder_RepeatUntilFlag( entity player, string endFlag, entity animRef, asset recordedAnim, float extraRepeatDelay = 0.0, bool silentDissolve = false )
{
EndSignal( player, "OnDestroy" )
EndSignal( level, "StopRepeatingGhostRecorder" )
if ( Flag( endFlag ) )
return
FlagEnd( endFlag )
string dissolveSFX = "object_dissolve_training"
if ( silentDissolve )
dissolveSFX = ""
table<int,entity> t = {}
t[0] <- null
OnThreadEnd(
function() : ( t, dissolveSFX )
{
if ( !t.len() )
return
entity ghost = t[0]
if ( IsValid( ghost ) )
{
StopSoundOnEntity( ghost, "PathHologram_Sustain_Loop_3P" )
DissolveGhost( ghost, dissolveSFX )
}
}
)
var rec = LoadRecordedAnimation( recordedAnim )
float duration = GetRecordedAnimationDuration( rec )
const float ghostFadeTime = 1.2
while ( 1 )
{
entity ghost = CreateGhost( animRef.GetOrigin() )
t[0] = ghost
EmitSoundOnEntity( ghost, "PathHologram_Sustain_Loop_3P" )
ghost.PlayRecordedAnimation( rec, <0,0,0>, <0,0,0>, DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME, animRef )
wait duration - ghostFadeTime
DissolveGhost( ghost, dissolveSFX )
wait ghostFadeTime
wait extraRepeatDelay
}
}
void function Training_TeleportEffect( entity player )
{
player.EndSignal( "OnDestroy" )
player.MovementDisable()
OnThreadEnd(
function() : ( player )
{
if ( IsValid( player ) )
player.MovementEnable()
}
)
float fadeTime = 0.3
float holdTime = 0.5
ScreenFade( player, 255, 255, 255, 254, fadeTime, holdTime, FFADE_IN | FFADE_PURGE )
EmitSoundOnEntity( player, "NPE_VisualImpair" )
wait fadeTime
wait holdTime
FadeOutSoundOnEntity( player, "NPE_VisualImpair", fadeTime )
}
void function TakeAmmoFromPlayerASAP( entity player )
{
player.EndSignal( "OnDestroy" )
entity weapon = WaitForPlayerActiveWeapon( player )
array<entity> weapons = player.GetMainWeapons()
foreach ( weapon in weapons )
{
weapon.SetWeaponPrimaryAmmoCount( 0 )
weapon.SetWeaponPrimaryClipCount( 0 )
}
// take offhand weapons player may have collected
array<entity> offhands = player.GetOffhandWeapons()
foreach ( index, weapon in clone offhands )
player.TakeOffhandWeapon( index )
}
void function Training_WeaponPickups_Init( entity player )
{
Assert( Flag( "EntitiesDidLoad" ) )
LeveledScriptedWeapons leveledScriptedWeapons = GetAllLeveledScriptWeapons()
foreach ( ent in leveledScriptedWeapons.infoTargets )
thread Training_RecreateWeaponPickup_Think( ent, player )
}
void function Training_SetWeaponPickupsEmptyAmmo()
{
file.weaponPickupsHaveAmmo = false
LeveledScriptedWeapons leveledScriptedWeapons = GetAllLeveledScriptWeapons()
foreach ( ent in leveledScriptedWeapons.infoTargets )
{
// fix for player picking up a weapon right before calling this- attachedEnt is empty because it hasn't been recreated yet
// - actual fix is to thread, wait for attachedEnts to get the recreated weapon again, and timeout, but going with less risk for now
if ( !ent.e.attachedEnts.len() )
continue
entity weaponEnt = ent.e.attachedEnts[0]
if ( !IsValid( weaponEnt ) )
continue
weaponEnt.SetWeaponPrimaryAmmoCount( 0 )
weaponEnt.SetWeaponPrimaryClipCount( 0 )
}
}
void function Training_SetWeaponPickupsFullAmmo()
{
file.weaponPickupsHaveAmmo = true
LeveledScriptedWeapons leveledScriptedWeapons = GetAllLeveledScriptWeapons()
foreach ( ent in leveledScriptedWeapons.infoTargets )
{
// fix for player picking up a weapon right before calling this- attachedEnt is empty because it hasn't been recreated yet
// - actual fix is to thread, wait for attachedEnts to get the recreated weapon again, and timeout, but going with less risk for now
if ( !ent.e.attachedEnts.len() )
continue
entity weaponEnt = ent.e.attachedEnts[0]
if( !IsValid( weaponEnt ) )
continue
string weaponClass = weaponEnt.GetWeaponClassName()
int defaultTotal = GetWeaponInfoFileKeyField_GlobalInt( weaponClass, "ammo_default_total" )
int defaultMag = GetWeaponInfoFileKeyField_GlobalInt( weaponClass, "ammo_clip_size" )
weaponEnt.SetWeaponPrimaryAmmoCount( defaultTotal )
}
}
void function Training_RecreateWeaponPickup_Think( entity ent, entity player )
{
EndSignal( player, "OnDestroy" )
EndSignal( ent, "OnDestroy" )
const float MATCHING_PICKUP_DIST = 0.5
const float NEARBY_SIMILAR_DIST = 200.0
string pickupEntWeaponClass = ent.GetValueForKey( "script_weapon" )
while ( ent.e.attachedEnts.len() && IsValid( ent.e.attachedEnts[0] ) )
{
entity weaponEnt = ent.e.attachedEnts[0]
while ( IsValid( weaponEnt ) && !weaponEnt.GetOwner() )
wait 0.1
// this is the most reliable way to get a good push vector for if we need to kick another weapon out (pickup ent angles are often not optimal)
vector playerPos_onPickup = player.GetOrigin()
vector vecToPlayer_whenPickedUp = Normalize( playerPos_onPickup - ent.GetOrigin() )
ent.e.attachedEnts.remove( 0 )
wait 2.2 // don't respawn it right away
bool oldWeapon_similarPickupNearby = false
bool pickupEnt_similarPickupNearby = false
// previous player weapon may be here after swapping
array<entity> allPickups = GetWeaponArray( true )
entity oldWeapon
foreach ( pickup in allPickups )
{
float distToThisPickup = Distance( pickup.GetOrigin(), ent.GetOrigin() )
if ( distToThisPickup <= MATCHING_PICKUP_DIST )
{
oldWeapon = pickup
break
}
}
if ( IsValid( oldWeapon ) )
{
foreach ( pickup in allPickups )
{
if ( oldWeapon == pickup )
continue
float distToThisPickup = Distance( pickup.GetOrigin(), ent.GetOrigin() )
if ( distToThisPickup <= NEARBY_SIMILAR_DIST )
{
string pickupWeaponClass = pickup.GetWeaponClassName()
if ( pickupWeaponClass == oldWeapon.GetWeaponClassName() && !oldWeapon_similarPickupNearby )
{
//printt( "found similar pickup nearby to one the player dropped:", pickupWeaponClass )
oldWeapon_similarPickupNearby = true
}
if ( pickupWeaponClass == pickupEntWeaponClass && !pickupEnt_similarPickupNearby )
{
//printt( "found similar pickup nearby to one that would be recreated:", pickupWeaponClass )
pickupEnt_similarPickupNearby = true
}
}
}
}
bool recreatePickup = true
bool destroyOldWeapon = false
if ( IsValid( oldWeapon ) )
{
if ( oldWeapon.GetWeaponClassName() == pickupEntWeaponClass )
{
printt( "old weapon that is here is the same kind of weapon as we would spawn, so don't recreate:", pickupEntWeaponClass )
recreatePickup = false // old weapon that is here is the same kind of weapon as we would spawn, so don't recreate
}
if ( oldWeapon_similarPickupNearby )
{
printt( "Old weapon can be destroyed, because a similar pickup is nearby:", oldWeapon.GetWeaponClassName() )
destroyOldWeapon = true
}
if ( !oldWeapon_similarPickupNearby && pickupEnt_similarPickupNearby )
{
printt( "old weapon is unique to this area and pickup ent has a similar pickup nearby, so don't recreate pickup ent. Old weapon:", oldWeapon.GetWeaponClassName(), "/ pickup ent class:", pickupEntWeaponClass )
recreatePickup = false
}
}
if ( recreatePickup )
{
if ( IsValid( oldWeapon ) )
{
if ( destroyOldWeapon )
{
printt( "destroying old weapon because similar pickup is nearby:", oldWeapon.GetWeaponClassName() )
oldWeapon.Destroy()
}
else
{
MoveOldWeapon( ent, oldWeapon, vecToPlayer_whenPickedUp ) // kick the old weapon out of this spot
}
}
// cover respawn with a flash effect
EmitSoundAtPosition( TEAM_UNASSIGNED, ent.GetOrigin(), "training_scr_rack_weapon_appear" )
StartParticleEffectInWorld( GetParticleSystemIndex( GHOST_FLASH_EFFECT ), ent.GetOrigin(), ent.GetAngles() )
CreateScriptWeapon( ent )
// defensive checks
if ( !ent.e.attachedEnts.len() || !IsValid( ent.e.attachedEnts[0] ) )
{
printt( "WARNING! Recreated script pickup FAILED to recreate:", pickupEntWeaponClass, "on ent", ent )
continue
}
entity recreatedPickup = ent.e.attachedEnts[0]
printt( "training: recreated weapon pickup:", pickupEntWeaponClass, "by spawning:", recreatedPickup )
if ( !file.weaponPickupsHaveAmmo )
{
recreatedPickup.SetWeaponPrimaryAmmoCount( 0 )
recreatedPickup.SetWeaponPrimaryClipCount( 0 )
}
}
else
{
if ( IsValid( oldWeapon ) )
ent.e.attachedEnts.append( oldWeapon )
}
}
printt( "WARNING- Stopping think on pickupEntWeapon:", pickupEntWeaponClass )
}
void function MoveOldWeapon( entity pickupEnt, entity oldWeapon, vector pushVec = <0,0,0> )
{
// recreate weapon as unconstrained so we can physics push it
entity recreatedOldWeapon = Training_RecreatePlayerWeaponPickup( oldWeapon )
string recreatedClassName = recreatedOldWeapon.GetWeaponClassName()
float velocityScalar = 300.0
var hasSubClass = GetWeaponInfoFileKeyField_Global( recreatedClassName, "weaponSubClass" )
if ( hasSubClass )
{
string weaponSubClass = GetWeaponInfoFileKeyField_GlobalString( recreatedClassName, "weaponSubClass" )
switch ( weaponSubClass )
{
case "offhand":
case "pistol":
velocityScalar = 200
break
case "smg":
velocityScalar = 300
break
case "rifle":
velocityScalar = 400
break
case "lmg":
case "at":
velocityScalar = 500
break
}
}
if ( pushVec == <0,0,0> )
pushVec = AnglesToForward( pickupEnt.GetAngles() )
//vector pushAng = VectorToAngles( pushVec )
//vector addVec = AnglesToUp( pushAng ) * (velocityScalar * 0.2)
//pushVec += addVec
pushVec += <0,0,1>
printt( "moving old weapon:", oldWeapon.GetWeaponClassName(), "with velocity scalar:", velocityScalar )
recreatedOldWeapon.SetVelocity( pushVec * velocityScalar )
}
entity function Training_RecreatePlayerWeaponPickup( entity oldWeapon )
{
if ( file.scriptCreatedWeaponPickups.len() >= MAX_RECREATED_OLD_WEAPONS )
{
entity cleanupWeapon = file.scriptCreatedWeaponPickups[0]
if ( IsValid( cleanupWeapon ) )
cleanupWeapon.Destroy()
file.scriptCreatedWeaponPickups.remove( 0 )
}
string oldWeaponClass = oldWeapon.GetWeaponClassName()
entity weapon = CreateWeaponEntityByNameWithPhysics( oldWeaponClass, oldWeapon.GetOrigin(), oldWeapon.GetAngles() )
weapon.SetVelocity( <0,0,0> )
SetTargetName( weapon, "_old_player_weapon_" + oldWeaponClass )
weapon.kv.fadedist = -1
array<string> existingMods = oldWeapon.GetMods()
weapon.SetMods( existingMods )
bool doMarkAsLoadoutPickup = false
if ( doMarkAsLoadoutPickup )
weapon.MarkAsLoadoutPickup()
HighlightWeapon( weapon )
oldWeapon.Destroy()
file.scriptCreatedWeaponPickups.append( weapon )
return weapon
}
void function Training_WeaponRacks_SetSolidity( bool doSolid )
{
array<entity> racks = GetEntArrayByScriptName( "ineedguns_racks" )
foreach ( rack in racks )
{
if ( doSolid )
rack.Solid()
else
rack.NotSolid()
}
}
bool function GetAutosprintEnabled()
{
int autosprintSetting = GetConVarInt( AUTOSPRINT_CONVAR_NAME )
bool autoSprintEnabled = autosprintSetting > 0 && autosprintSetting < 3 // 0 = none, 3 = titans only
return autoSprintEnabled
}
void function EmitSoundOnEntity_Delayed( entity ent, string alias, float delay )
{
ent.EndSignal( "OnDestroy" )
if ( delay > 0 )
wait delay
EmitSoundOnEntity( ent, alias )
}
void function PlayFXOnEntity_Delayed( entity player, asset fxAsset, entity ent, float delay )
{
player.EndSignal( "OnDestroy" )
ent.EndSignal( "OnDeath" )
wait delay
PlayFXOnEntity( fxAsset, ent )
}
void function KillFX_Delayed( entity fxHandle, float delay )
{
fxHandle.EndSignal( "OnDestroy" )
if ( delay > 0.0 )
wait delay
KillFX( fxHandle )
}
void function KillFX( entity fxHandle )
{
if ( !IsValid_ThisFrame( fxHandle ) )
return
fxHandle.SetStopType( "DestroyImmediately" )
fxHandle.ClearParent()
fxHandle.Destroy()
}
void function KillFXWithEndcap( entity fxHandle, float killDelay = 1.0 )
{
if ( !IsValid_ThisFrame( fxHandle ) )
return
EffectStop( fxHandle )
wait killDelay
if ( !IsValid_ThisFrame( fxHandle ) )
return
fxHandle.ClearParent()
fxHandle.Destroy()
}
void function FlagSetDelayed( string setFlag, float delay )
{
thread FlagSetDelayed_Think( setFlag, delay )
}
void function FlagSetDelayed_Think( string setFlag, float delay )
{
EndSignal( level, "OnDestroy" )
if ( delay > 0 )
wait delay
FlagSet( setFlag )
}
void function Training_PlayerQuickdeathSFX( entity player )
{
EndSignal( player, "OnDestroy" )
while ( 1 )
{
WaitSignal( player, "QuickDeath" )
EmitSoundOnEntity( player, "training_scr_zen_player_fall" )
}
}
void function Training_EnvArtColorCorrection_SetEnabled( bool isEnabled )
{
Assert( IsValid( file.envArt_colorCorrectionEnt ), "Called too early?" )
string setEnabledStr = "Disable"
if ( isEnabled)
setEnabledStr = "Enable"
EntFireByHandle( file.envArt_colorCorrectionEnt, setEnabledStr, "", 0, null, null )
}
void function SetDoF_Hangar( entity player )
{
Remote_CallFunction_Replay( player, "ScriptCallback_DoF_SetNearDepth", 0, 18 )
Remote_CallFunction_Replay( player, "ScriptCallback_DoF_SetFarDepth", 450, 1250 )
}
void function SetDoF_Default( entity player )
{
Remote_CallFunction_Replay( player, "ScriptCallback_DoF_SetNearDepthToDefault" )
Remote_CallFunction_Replay( player, "ScriptCallback_DoF_SetFarDepthToDefault" )
}
void function RackDoF_NearDepth( entity player, float nearDepthStart, float nearDepthEnd, float rackTime )
{
Remote_CallFunction_Replay( player, "ScriptCallback_DoF_SetNearDepth", nearDepthStart, nearDepthEnd, rackTime )
}
void function RackDOF_NearDepth_ToDefault( entity player, float duration )
{
Remote_CallFunction_Replay( player, "ScriptCallback_DoF_SetNearDepthToDefault", duration )
}
void function RackDoF_FarDepth( entity player, float farDepthStart, float farDepthEnd, float rackTime )
{
Remote_CallFunction_Replay( player, "ScriptCallback_DoF_SetFarDepth", farDepthStart, farDepthEnd, rackTime )
}
void function SimpleScreenShake( entity player, float duration, float amplitude, float blurMaxIntensity = 0.75 )
{
Remote_CallFunction_Replay( player, "ScriptCallback_SimpleScreenShake", duration, amplitude, blurMaxIntensity )
}
void function SetWeaponHUDEnabled( entity player, bool setEnabled )
{
file.displayWeaponHUD = setEnabled
Remote_CallFunction_Replay( player, "ScriptCallback_SetWeaponHUDEnabled", setEnabled )
}
// ---------------------
// ----- SKIT GUYS -----
// ---------------------
SkitGuyInfo function AddSkitGuy_Manually( string name, entity guy )
{
if ( SkitGuyExists( name ) )
DeleteSkitGuy( GetSkitGuyInfo_ByName( name ) )
SkitGuyInfo info
info.id = file.skitguys.len()
info.guy = guy
info.name = name
file.skitguys.append( info )
return info
}
SkitGuyInfo function SpawnSkitGuy( string name, string anim, vector origin, vector angles, int team = TEAM_IMC, string aiSettings = "", string weapon = "mp_weapon_semipistol", bool isRunner = false )
{
if ( SkitGuyExists( name ) )
DeleteSkitGuy( GetSkitGuyInfo_ByName( name ) )
string guyType = "grunt"
if ( name.find( "marvin" ) != null )
guyType = "marvin"
// spawn the guy
entity guy
if ( guyType == "marvin" )
{
Assert( !isRunner, "Marvins don't run!" )
guy = CreateEntity( "npc_marvin" )
DispatchSpawn( guy )
SetTeam( guy, TEAM_SPECTATOR )
guy.SetNPCMoveSpeedScale( 0.6 )
//TakeAllJobs( guy )
}
else
{
guy = CreateSoldier( team, <0,0,0>, <0,0,0> ) // spawn the guy at worldspawn to avoid "npc spawned in solid" red text`
SetSpawnOption_Weapon( guy, weapon )
if ( aiSettings != "" )
SetSpawnOption_AISettings( guy, aiSettings )
if ( isRunner )
guy.kv.alwaysAlert = 1
DispatchSpawn( guy )
}
guy.SetTitle( "" )
entity ref = CreateOwnedScriptMover( guy )
ref.SetOrigin( origin )
ref.SetAngles( angles )
guy.SetOrigin( ref.GetOrigin() )
guy.SetAngles( ref.GetAngles() )
MakeInvincible( guy )
guy.SetEfficientMode( true )
guy.EnableNPCFlag( NPC_IGNORE_ALL | NPC_DISABLE_SENSING )
guy.DisableNPCFlag( NPC_ALLOW_PATROL | NPC_ALLOW_INVESTIGATE | NPC_ALLOW_FLEE | NPC_ALLOW_HAND_SIGNALS )
SkitGuyInfo info
info.id = file.skitguys.len()
info.guy = guy
info.skitRef = ref
info.skitAnim = anim
info.name = name
file.skitguys.append( info )
return info
}
void function SpawnSkitGuy_AndRun( string name, array<Point> path, float moveSpeedScale, int team, string aiSettings = "", string weaponName = "" )
{
SkitGuyInfo runnerInfo
runnerInfo = SpawnSkitGuy( name, "", path[0].origin, path[0].angles, team, aiSettings, weaponName, true )
entity runner = runnerInfo.guy
EndSignal( runner, "OnDestroy" )
OnThreadEnd(
function() : ( runnerInfo )
{
DeleteSkitGuy( runnerInfo )
}
)
waitthread ScriptedPath_Run( runnerInfo, path, moveSpeedScale )
}
void function SpawnSkitGuy_AndRunForever( string name, array<Point> path, float moveSpeedScale, int team, string aiSettings = "", string weaponName = "" )
{
SkitGuyInfo runnerInfo
while ( 1 )
{
runnerInfo = SpawnSkitGuy( name, "", path[0].origin, path[0].angles, team, aiSettings, weaponName )
waitthread ScriptedPath_Run( runnerInfo, path, moveSpeedScale )
}
}
void function SkitGuy_PlayAnim( SkitGuyInfo info, float skipAheadTime = 0 )
{
Assert( info.skitAnim != "" )
Assert( IsValid( info.skitRef ) )
entity guy = info.guy
thread PlayAnim( guy, info.skitAnim, info.skitRef, null, 0.0, skipAheadTime )
}
bool function SkitGuyExists( string name )
{
foreach ( info in file.skitguys )
{
if ( info.name == name )
return true
}
return false
}
SkitGuyInfo function GetSkitGuyInfo_ByName( string guyName )
{
SkitGuyInfo thisInfo
foreach ( info in file.skitguys )
{
if ( info.name == guyName )
{
thisInfo = info
return thisInfo
}
}
Assert( false, "couldn't find skit guy info by name: " + guyName )
unreachable
}
void function DeleteAllSkitGuys()
{
array<string> deleteNames = []
foreach ( skitInfo in file.skitguys )
deleteNames.append( skitInfo.name )
foreach ( name in deleteNames )
{
if ( !SkitGuyExists( name ) )
continue
SkitGuyInfo deleteInfo = GetSkitGuyInfo_ByName( name )
DeleteSkitGuy( deleteInfo )
}
}
void function DeleteSkitGuy( SkitGuyInfo info )
{
KillSkitGuy( info )
int removeIdx = -1
foreach ( idx, guyInfo in file.skitguys )
{
if ( guyInfo.id == info.id )
{
removeIdx = idx
break
}
}
if ( removeIdx == -1 )
{
printt( "WARNING: SkitGuy was already deleted!" )
return
}
file.skitguys.remove( removeIdx )
}
void function KillSkitGuy( SkitGuyInfo info )
{
entity guy = info.guy
entity skitRef = info.skitRef
if ( IsValid( skitRef ) )
skitRef.Destroy()
info.skitRef = null
if ( IsAlive( guy ) )
{
guy.Anim_Stop()
ClearInvincible( guy )
}
if ( IsValid( guy ) )
guy.Destroy()
info.guy = null
}
#if DEV
string function NudgeSkitGuy( string name, float offsetX, float offsetY = 0.0, float offsetZ = 0.0 )
{
if ( !SkitGuyExists( name ) )
{
return "WARNING: SKIT GUY NAME NOT RECOGNIZED: " + name
}
SkitGuyInfo info = GetSkitGuyInfo_ByName( name )
entity guy = info.guy
entity skitRef = info.skitRef
string name = info.name
vector offset = <offsetX, offsetY, offsetZ>
if ( IsValid( skitRef ) )
skitRef.SetOrigin( skitRef.GetOrigin() + offset )
else
guy.SetOrigin( guy.GetOrigin() + offset )
if ( info.skitAnim != "" )
SkitGuy_PlayAnim( info )
printt( "NUDGED:")
return PrintSkitGuy( info )
}
string function PrintSkitGuy( SkitGuyInfo info )
{
entity guy = info.guy
entity skitRef = info.skitRef
string name = info.name
string returnStr = name + " origin/angles: " + CreateOriginAnglesString( guy.GetOrigin(), guy.GetAngles() )
if ( IsValid( skitRef ) )
returnStr = name + " ref origin/angles: " + CreateOriginAnglesString( skitRef.GetOrigin(), skitRef.GetAngles() )
return returnStr
}
#endif //DEV
// ------------------------------
// ----- SCRIPTED NPC PATHS -----
// ------------------------------
void function ScriptedPath_AddPoint( array<Point> pathpoints, vector origin, vector angles )
{
Point pathpoint
pathpoint.origin = origin
pathpoint.angles = angles
pathpoints.append( pathpoint )
}
void function ScriptedPath_Walk( SkitGuyInfo info, array<Point> path, float moveSpeedScale = 0.8, string idleAnim = "" )
{
NPC_ScriptedPath( SCRIPTED_PATH_WALK, info, path, moveSpeedScale, idleAnim )
}
void function ScriptedPath_Run( SkitGuyInfo info, array<Point> path, float moveSpeedScale = 1.0, string idleAnim = "" )
{
NPC_ScriptedPath( SCRIPTED_PATH_RUN, info, path, moveSpeedScale, idleAnim )
}
void function NPC_ScriptedPath( int pathFollowType, SkitGuyInfo info, array<Point> path, float moveSpeedScale = 1.0, string idleAnim = "" )
{
entity guy = info.guy
guy.EndSignal( "OnDestroy" )
guy.Anim_Stop()
guy.EnableNPCMoveFlag( NPCMF_DISABLE_MOVE_TRANSITIONS )
guy.EnableNPCMoveFlag( NPCMF_DISABLE_ARRIVALS )
guy.SetNPCMoveSpeedScale( moveSpeedScale )
if ( pathFollowType == SCRIPTED_PATH_RUN )
guy.SetAlert() // change his alert state so he will run
if ( pathFollowType == SCRIPTED_PATH_WALK )
guy.SetMoveAnim( "patrol_walk_bored" )
string waitSignal = "OnEnterGoalRadius" //"OnFinishedAssault"
float pathfindingFailTimeout = 20.0
guy.SetOrigin( path[0].origin )
guy.SetAngles( path[0].angles )
for ( int i = 1; i < path.len(); i++ )
{
Point pathpoint = path[i]
float goalradius = 64.0 // MINIMUM
//guy.DisableArrivalOnce( true ) // always want arrivals disabled because they are blended from run anim, not walking
guy.AssaultPoint( pathpoint.origin )
guy.AssaultSetGoalRadius( goalradius )
WaitSignalTimeout( guy, pathfindingFailTimeout, waitSignal )
if ( Distance( guy.GetOrigin(), pathpoint.origin ) >= goalradius )
{
printt( guy, " scripted pathfinding stopped, quitting." )
break
}
}
if ( idleAnim != "" )
{
guy.DisableBehavior( "Assault" )
while ( !guy.IsInterruptable() )
wait 0.1
entity ref = CreateOwnedScriptMover( guy )
thread PlayAnim( guy, idleAnim, ref, null, 0.4 )
WaitForever()
}
else
{
DeleteSkitGuy( info )
}
}
// -----------------------------
// ----- TITAN GROUP SKITS -----
// -----------------------------
void function HangarTitanGroup_Init( HangarTitanGroup group )
{
group.rack_ogPos = group.rack.GetOrigin()
group.rack_ogAng = group.rack.GetAngles()
if ( IsValid( group.titan ) )
{
if ( group.titanSkin == -1 )
group.titanSkin = 1
}
if ( group.marvinAnim != "" )
{
group.marvin = CreatePropDynamic( MARVIN_MODEL )
group.marvin.DisableHibernation()
}
if ( group.pilotAnim != "" )
{
group.pilot = CreatePropDynamic( group.pilotModel )
group.pilot.DisableHibernation()
}
HangarTitanGroup_SetMaxSequenceDuration( group )
group.isInited = true
}
void function HangarTitanGroup_SetMaxSequenceDuration( HangarTitanGroup group )
{
table<string,entity> sceneActors = {}
sceneActors[ group.titanAnim ] <- group.titan
sceneActors[ group.rackAnim ] <- group.rack
sceneActors[ group.marvinAnim ] <- group.marvin
if ( IsValid( group.titan ) )
{
// set titan to use non posed model
group.titan.SetModel( BUDDY_MODEL )
group.titan.SetSkin( group.titanSkin )
}
float maxDuration = 0
foreach ( anim, actor in sceneActors )
{
if ( !IsValid( actor ) )
continue
float animDuration = actor.GetSequenceDuration( anim )
if ( animDuration > maxDuration )
maxDuration = animDuration
}
group.sequenceDuration = maxDuration
if ( IsValid( group.titan ) )
{
// set titan back to posed anim
group.titan.SetModel( BUDDY_MODEL_POSED_NO_ANIMS )
//group.titan.SetSkin( group.titanSkin )
}
}
void function HangarTitanGroup_Animate( HangarTitanGroup group, string endFlag = "", float duration = -1, bool doCleanup = true )
{
if ( endFlag != "" )
FlagEnd( endFlag )
Assert( group.isInited, "Need to call HangarTitanGroup_Init on this group before using" )
entity ref = group.ref
entity titan = group.titan
entity rack = group.rack
entity marvin = group.marvin
entity pilot = group.pilot
string titanAnim = group.titanAnim
string rackAnim = group.rackAnim
string marvinAnim = group.marvinAnim
string pilotAnim = group.pilotAnim
float animInitialTime = group.animInitialTime
EndSignal( rack, "OnDestroy" )
if ( IsValid( marvin ) )
EndSignal( marvin, "OnDestroy")
if ( IsValid( titan ) )
{
EndSignal( titan, "OnDestroy" )
// set titan to use non posed model
titan.SetModel( BUDDY_MODEL )
titan.SetSkin( group.titanSkin )
}
OnThreadEnd(
function() : ( doCleanup, group )
{
if ( doCleanup )
HangarTitanGroup_Cleanup( group )
}
)
if ( duration == -1 || group.sequenceDuration < duration )
duration = group.sequenceDuration
thread PlayAnim( rack, rackAnim, ref, null, 0.0, animInitialTime )
if ( IsValid( titan) )
thread PlayAnim( titan, titanAnim, ref, null, 0.0, animInitialTime )
if ( IsValid( marvin ) )
thread PlayAnim( marvin, marvinAnim, ref, null, 0.0, animInitialTime )
if ( IsValid( pilot ) )
thread PlayAnim( pilot, pilotAnim, ref, null, 0.0, animInitialTime )
wait duration
}
void function HangarTitanGroup_Cleanup( HangarTitanGroup group )
{
HangarTitanGroup_Reset( group )
if ( IsValid( group.marvin ) )
group.marvin.Destroy()
if ( IsValid( group.pilot ) )
group.pilot.Destroy()
}
void function HangarTitanGroup_Reset( HangarTitanGroup group )
{
entity titan = group.titan
entity rack = group.rack
if ( IsValid( titan ) )
{
titan.Anim_Stop()
titan.SetModel( BUDDY_MODEL_POSED_NO_ANIMS )
//titan.SetSkin( group.titanSkin )
}
if ( IsValid( rack ) )
{
rack.Anim_Stop()
rack.SetOrigin( group.rack_ogPos )
rack.SetAngles( group.rack_ogAng )
}
}
#if DEV
void function skyboxchange( string tName )
{
entity cam = GetEnt( tName )
GetPlayerArray()[0].SetSkyCamera( cam )
}
// ======================================================
// ============ GHOST RECORDER DEV FUNCTIONS ============
// ======================================================
void function wallruntest()
{
entity preWallrunRef = GetEntByScriptName( "basic_movement_wallrun_start_ref" )
var rec = LoadRecordedAnimation( $"anim_recording/training_record_zengarden_wallrun.rpak" )
file.ogPilot.Anim_Stop()
file.ogPilot.PlayRecordedAnimation( rec, <0,0,0>, <0,0,0>, DEFAULT_SCRIPTED_ANIMATION_BLEND_TIME, preWallrunRef )
}
void function Record_ZenGarden_Wallrun()
{
thread RecordAnimation_Think( "training_record_zengarden_wallrun", "basic_movement_wallrun_start_ref" )
}
void function Record_ZenGarden_Slide()
{
thread RecordAnimation_Think( "training_record_zengarden_slide", "zengarden_slide_ref" )
}
void function Record_ZenGarden_DoubleJump()
{
thread RecordAnimation_Think( "training_record_zengarden_doublejump", "zengarden_doublejump_ref" )
}
void function RecordAnimation_Think( string filename, string refName )
{
entity player = file.player
player.Signal( "RecordAnimation_Start" )
player.EndSignal( "RecordAnimation_Start" )
TeleportPlayerAndBT( refName )
player.EndSignal( "OnDestroy" )
entity ref = GetEntByScriptName( refName )
printt( "READY TO RECORD: " + filename )
//start recording
player.WaitSignal( "ButtonPressedAttack" )
printt( "RECORDING STARTED" )
player.StartRecordingAnimation( ref.GetOrigin(), ref.GetAngles() )
//stop
player.WaitSignal( "ButtonPressedAttack" )
var recording = player.StopRecordingAnimation()
#if PC_PROG
SaveRecordedAnimation( recording, filename )
#endif
printt( "STOP RECORD player org/ang:", player.GetOrigin(), player.GetAngles() )
}
#endif //DEV
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